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MariENB FNV 2.6.0

This commit is contained in:
Marisa the Magician 2019-04-07 17:39:24 +02:00
commit 34ed6e65e7
28 changed files with 632 additions and 574 deletions

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@ -4,142 +4,35 @@
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
/* BlockGFX filter, I'm proud of it */
string str_block = "BlockGFX Suite";
bool useblock
/* Paint filter */
string str_paint = "Painting Filter";
bool oilenable
<
string UIName = "Enable Block GFX";
string UIName = "Enable Oil Filter";
string UIWidget = "Checkbox";
> = {false};
/*
emulated resolution:
0 or 1 : real resolution
<1 and >0 : multiple of real resolution (e.g.: 0.5 is half resolution)
>1 : this resolution (e.g.: 320x200 is good ol' Mode 13h)
*/
float bresx
/* legacy FXAA filter */
string str_fxaa = "FXAA";
bool fxaaenable
<
string UIName = "Emulated Resolution Width";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float bresy
string UIName = "Enable FXAA";
string UIWidget = "Checkbox";
> = {false};
float fxaaspanmax
<
string UIName = "Emulated Resolution Height";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
/*
palette type:
-1 : disable
0 : CGA (320x200 4-color, or 640x200 monochrome)
1 : EGA (320x200, 16 colors)
2 : RGB2 (64-color quarter VGA palette, used in AOS)
3 : VGA (256 colors)
4 : RGB565 (ol' 16-bit "true color")
*/
int paltype
string UIName = "FXAA Span Max";
string UIWidget = "Checkbox";
> = {4.0};
float fxaareducemul
<
string UIName = "Palette Type";
string UIWidget = "Spinner";
int UIMin = -1;
int UIMax = 4;
> = {1};
/*
CGA palette to use:
0 : black, white.
1 : black, cyan, magenta, white. low contrast
2 : black, cyan, magenta, white. high contrast
3 : black, green, red, brown. low contrast
4 : black, green, red, brown. high contrast
5 : black, cyan, red, white. low contrast
6 : black, cyan, red, white. high contrast
*/
int cgapal
string UIName = "FXAA Reduce Mul";
string UIWidget = "Checkbox";
> = {16.0};
float fxaareducemin
<
string UIName = "CGA Palette";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 6;
> = {1};
/*
EGA palette to use:
0 : Standard EGA
1 : AOS EGA (it's designed for text, but looks well on images too)
*/
int egapal
<
string UIName = "EGA Palette";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 1;
> = {0};
/*
VGA palette to use:
0 : Standard VGA
1 : Amulets & Armor
2 : Blood
3 : Doom
4 : Duke Nukem 3D
5 : Hacx 2.0
6 : Heretic
7 : Hexen
8 : Hexen 2
9 : Quake
10 : Quake 2
11 : Rise of the Triad
12 : Shadow Warrior
13 : Strife
14 : Wolfenstein 3D
TODO Project .Blank palette (when the design is finished)
*/
int vgapal
<
string UIName = "VGA Palette";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 14;
> = {0};
/*
Dithering mode:
-1 : No dithering, just raw banding
0 : 2x2 checkerboard dithering, looks like ass
1 : 2x2 ordered dithering
2 : 8x8 ordered dithering
*/
int dither
<
string UIName = "Dithering Pattern";
string UIWidget = "Spinner";
int UIMin = -1;
int UIMax = 2;
> = {2};
/* gamma modifier for base color, lower values raise midtones and viceversa */
float bgamma
<
string UIName = "Contrast Modifier";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.35};
/* saturation modifier for base color, helps with limited palettes */
float bsaturation
<
string UIName = "Saturation Modifier";
string UIWidget = "Spinner";
> = {1.1};
/* base brightness bump for the dither grid */
float bdbump
<
string UIName = "Dither Offset";
string UIWidget = "Spinner";
> = {-0.1};
/* range multiplier for the dither grid */
float bdmult
<
string UIName = "Dither Range";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.25};
string UIName = "FXAA Reduce Min";
string UIWidget = "Checkbox";
> = {128.0};
/* Depth-cutting chroma key */
string str_mask = "Depth Chroma Key";
bool maskenable
@ -342,4 +235,4 @@ float bblurradius
string UIName = "Border Blur Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
> = {1.0};