MariENB FNV 2.6.0
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28 changed files with 632 additions and 574 deletions
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@ -4,142 +4,35 @@
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Part of MariENB, the personal ENB of Marisa.
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Released under the GNU GPLv3 (or later).
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*/
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/* BlockGFX filter, I'm proud of it */
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string str_block = "BlockGFX Suite";
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bool useblock
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/* Paint filter */
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string str_paint = "Painting Filter";
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bool oilenable
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<
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string UIName = "Enable Block GFX";
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string UIName = "Enable Oil Filter";
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string UIWidget = "Checkbox";
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> = {false};
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/*
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emulated resolution:
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0 or 1 : real resolution
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<1 and >0 : multiple of real resolution (e.g.: 0.5 is half resolution)
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>1 : this resolution (e.g.: 320x200 is good ol' Mode 13h)
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*/
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float bresx
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/* legacy FXAA filter */
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string str_fxaa = "FXAA";
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bool fxaaenable
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<
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string UIName = "Emulated Resolution Width";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.5};
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float bresy
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string UIName = "Enable FXAA";
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string UIWidget = "Checkbox";
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> = {false};
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float fxaaspanmax
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<
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string UIName = "Emulated Resolution Height";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.5};
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/*
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palette type:
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-1 : disable
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0 : CGA (320x200 4-color, or 640x200 monochrome)
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1 : EGA (320x200, 16 colors)
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2 : RGB2 (64-color quarter VGA palette, used in AOS)
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3 : VGA (256 colors)
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4 : RGB565 (ol' 16-bit "true color")
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*/
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int paltype
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string UIName = "FXAA Span Max";
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string UIWidget = "Checkbox";
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> = {4.0};
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float fxaareducemul
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<
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string UIName = "Palette Type";
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string UIWidget = "Spinner";
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int UIMin = -1;
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int UIMax = 4;
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> = {1};
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/*
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CGA palette to use:
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0 : black, white.
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1 : black, cyan, magenta, white. low contrast
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2 : black, cyan, magenta, white. high contrast
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3 : black, green, red, brown. low contrast
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4 : black, green, red, brown. high contrast
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5 : black, cyan, red, white. low contrast
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6 : black, cyan, red, white. high contrast
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*/
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int cgapal
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string UIName = "FXAA Reduce Mul";
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string UIWidget = "Checkbox";
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> = {16.0};
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float fxaareducemin
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<
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string UIName = "CGA Palette";
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string UIWidget = "Spinner";
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int UIMin = 0;
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int UIMax = 6;
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> = {1};
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/*
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EGA palette to use:
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0 : Standard EGA
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1 : AOS EGA (it's designed for text, but looks well on images too)
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*/
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int egapal
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<
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string UIName = "EGA Palette";
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string UIWidget = "Spinner";
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int UIMin = 0;
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int UIMax = 1;
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> = {0};
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/*
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VGA palette to use:
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0 : Standard VGA
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1 : Amulets & Armor
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2 : Blood
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3 : Doom
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4 : Duke Nukem 3D
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5 : Hacx 2.0
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6 : Heretic
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7 : Hexen
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8 : Hexen 2
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9 : Quake
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10 : Quake 2
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11 : Rise of the Triad
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12 : Shadow Warrior
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13 : Strife
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14 : Wolfenstein 3D
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TODO Project .Blank palette (when the design is finished)
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*/
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int vgapal
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<
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string UIName = "VGA Palette";
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string UIWidget = "Spinner";
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int UIMin = 0;
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int UIMax = 14;
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> = {0};
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/*
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Dithering mode:
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-1 : No dithering, just raw banding
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0 : 2x2 checkerboard dithering, looks like ass
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1 : 2x2 ordered dithering
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2 : 8x8 ordered dithering
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*/
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int dither
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<
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string UIName = "Dithering Pattern";
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string UIWidget = "Spinner";
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int UIMin = -1;
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int UIMax = 2;
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> = {2};
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/* gamma modifier for base color, lower values raise midtones and viceversa */
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float bgamma
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<
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string UIName = "Contrast Modifier";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.35};
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/* saturation modifier for base color, helps with limited palettes */
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float bsaturation
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<
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string UIName = "Saturation Modifier";
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string UIWidget = "Spinner";
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> = {1.1};
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/* base brightness bump for the dither grid */
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float bdbump
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<
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string UIName = "Dither Offset";
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string UIWidget = "Spinner";
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> = {-0.1};
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/* range multiplier for the dither grid */
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float bdmult
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<
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string UIName = "Dither Range";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.25};
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string UIName = "FXAA Reduce Min";
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string UIWidget = "Checkbox";
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> = {128.0};
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/* Depth-cutting chroma key */
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string str_mask = "Depth Chroma Key";
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bool maskenable
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@ -342,4 +235,4 @@ float bblurradius
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string UIName = "Border Blur Radius";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.0};
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> = {1.0};
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