Alpha 5
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0f617c3de1
commit
866383d673
12 changed files with 336 additions and 161 deletions
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@ -4,31 +4,43 @@
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Part of MariENB, the personal ENB of Marisa.
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Released under the WTFPL.
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*/
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/* film grain */
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bool ne
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<
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string UIName = "UseGrain";
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string UIWidget = "Checkbox";
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> = {false};
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/* speed of grain */
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float nf
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<
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string UIName = "GrainFrequency";
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string UIWidget = "Spinner";
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> = {0.25};
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/* intensity of grain */
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float ni
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<
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string UIName = "GrainIntensity";
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string UIWidget = "Spinner";
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> = {0.15};
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/* saturation of grain */
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float ns
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<
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string UIName = "GrainSaturation";
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string UIWidget = "Spinner";
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> = {0.0};
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/* use two-pass grain (double the texture fetches, but looks less uniform) */
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bool np
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<
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string UIName = "GrainTwoPass";
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string UIWidget = "Checkbox";
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> = {false};
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/*
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blending mode for grain:
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0 -> normal
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1 -> add
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2 -> overlay
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3 -> "dark mask", a personal invention
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*/
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int nb
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<
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string UIName = "GrainBlend";
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@ -36,11 +48,20 @@ int nb
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int UIMin = 0;
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int UIMax = 3;
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> = {0};
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/* dark mask blend mode contrast for mask image */
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float bnp
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<
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string UIName = "GrainDarkMaskPower";
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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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/* two-pass distortion factor (0 = look just like one-pass grain) */
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float nk
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<
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string UIName = "GrainTwoPassFactor";
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string UIWidget = "Spinner";
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> = {0.04};
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/* zoom factors for each component of each noise texture */
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float nm1
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<
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string UIName = "GrainMagnification1";
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@ -86,26 +107,32 @@ float nm23
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string UIName = "GrainPass2Magnification3";
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string UIWidget = "Spinner";
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> = {6.29};
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/* contrast of grain */
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float nj
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<
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string UIName = "GrainPower";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {4.33};
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/* use curvature + chromatic aberration filter */
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bool usecurve
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<
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string UIName = "UseCurve";
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string UIWidget = "Checkbox";
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> = {false};
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/* this is a stupid filter and you should feel bad for using it */
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float chromaab
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<
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string UIName = "CurveChromaAberration";
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string UIWidget = "Spinner";
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> = {0.07};
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/* zoom factor for curve lens (50.0 = no zoom) */
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float lenszoom
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<
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string UIName = "CurveLensZoom";
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string UIWidget = "Spinner";
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> = {50.25};
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/* distortion factors for lens */
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float lensdist
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<
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string UIName = "CurveLensDistortion";
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@ -116,16 +143,24 @@ float lensdistc
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string UIName = "CurveLensDistortionCubic";
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string UIWidget = "Spinner";
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> = {0.0};
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/* clamp borders of lens with black */
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bool lensclamp
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<
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string UIName = "CurveLensClamp";
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string UIWidget = "Checkbox";
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> = {true};
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/* BlockGFX filter, I'm proud of it */
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bool useblock
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<
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string UIName = "UseBlockGFX";
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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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<
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string UIName = "EmulatedResX";
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@ -138,6 +173,17 @@ float bresy
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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 : RGB323 (8-bit RGB, I don't think this was a real thing)
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4 : RGB4 (4bpc, I also don't think this was ever used in real hardware)
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5 : RGB565 (ol' 16-bit "true color")
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6 : RGB6 (typical screens incapable of 8bpc)
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*/
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int paltype
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<
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string UIName = "PaletteType";
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@ -145,6 +191,16 @@ int paltype
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int UIMin = -1;
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int UIMax = 6;
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> = {2};
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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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<
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string UIName = "CGAPalette";
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@ -152,6 +208,11 @@ int cgapal
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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 = "EGAPalette";
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@ -159,6 +220,15 @@ int egapal
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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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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 : 3x3 ordered dithering
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3 : 4x4 ordered dithering
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4 : 8x8 ordered dithering
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*/
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int dither
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<
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string UIName = "DitherMode";
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@ -166,25 +236,51 @@ int dither
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int UIMin = -1;
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int UIMax = 4;
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> = {4};
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float bgamma
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/* gamma modifiers for base color, lower values raise midtones and viceversa */
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float bgammar
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<
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string UIName = "GammaMod";
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string UIName = "GammaModR";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.65};
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float bgammag
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<
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string UIName = "GammaModG";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.65};
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float bgammab
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<
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string UIName = "GammaModB";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.65};
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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 = "DitherBump";
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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 = "DitherMultiplier";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.3};
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float bsaturation
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/* saturation modifiers for base color, helps with limited palettes */
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float bsaturationr
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<
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string UIName = "SaturationMod";
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string UIName = "SaturationModR";
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string UIWidget = "Spinner";
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> = {1.0};
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> = {1.0};
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float bsaturationg
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<
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string UIName = "SaturationModG";
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string UIWidget = "Spinner";
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> = {1.0};
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float bsaturationb
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<
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string UIName = "SaturationModB";
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string UIWidget = "Spinner";
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> = {1.0};
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