Alpha 2
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40 changed files with 1986 additions and 3546 deletions
306
enbseries/menbprepasssettings.fx
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306
enbseries/menbprepasssettings.fx
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/*
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menbprepasssettings.fx : MariENB prepass user-tweakable variables.
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(C)2013-2014 Marisa Kirisame, UnSX Team.
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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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/* circle average focus */
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bool focuscircle
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<
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string UIName = "FocusCircleEnable";
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string UIWidget = "Checkbox";
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> = {false};
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/* radius of the outmost circle */
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float focusradius_n
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<
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string UIName = "FocusCircleRadiusNight";
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string UIWidget = "Spinner";
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> = {12.5};
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float focusradius_d
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<
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string UIName = "FocusCircleRadiusDay";
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string UIWidget = "Spinner";
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> = {12.5};
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float focusradius_in
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<
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string UIName = "FocusCircleRadiusInteriorNight";
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string UIWidget = "Spinner";
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> = {12.5};
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float focusradius_id
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<
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string UIName = "FocusCircleRadiusInteriorDay";
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string UIWidget = "Spinner";
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> = {12.5};
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/* mix factor with sample at screen center */
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float focusmix_n
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<
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string UIName = "FocusCircleMixNight";
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string UIWidget = "Spinner";
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> = {0.25};
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float focusmix_d
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<
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string UIName = "FocusCircleMixDay";
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string UIWidget = "Spinner";
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> = {0.25};
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float focusmix_in
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<
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string UIName = "FocusCircleMixInteriorNight";
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string UIWidget = "Spinner";
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> = {0.25};
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float focusmix_id
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<
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string UIName = "FocusCircleMixInteriorDay";
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string UIWidget = "Spinner";
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> = {0.25};
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/* maximum focus depth */
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float focusmax_n
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<
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string UIName = "FocusMaxNight";
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string UIWidget = "Spinner";
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> = {1.0};
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float focusmax_d
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<
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string UIName = "FocusMaxDay";
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string UIWidget = "Spinner";
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> = {1.0};
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float focusmax_in
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<
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string UIName = "FocusMaxInteriorNight";
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string UIWidget = "Spinner";
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> = {1.0};
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float focusmax_id
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<
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string UIName = "FocusMaxInteriorDay";
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string UIWidget = "Spinner";
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> = {1.0};
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/* dof filter */
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/* depth multiplier */
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float dofmult_n
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<
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string UIName = "DoFMultNight";
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string UIWidget = "Spinner";
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> = {1.0};
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float dofmult_d
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<
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string UIName = "DoFMultDay";
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string UIWidget = "Spinner";
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> = {1.0};
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float dofmult_in
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<
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string UIName = "DoFMultInteriorNight";
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string UIWidget = "Spinner";
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> = {1.0};
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float dofmult_id
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<
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string UIName = "DoFMultInteriorDay";
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string UIWidget = "Spinner";
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> = {1.0};
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/* depth power */
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float dofpow_n
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<
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string UIName = "DoFPowNight";
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string UIWidget = "Spinner";
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> = {1.0};
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float dofpow_d
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<
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string UIName = "DoFPowDay";
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string UIWidget = "Spinner";
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> = {1.0};
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float dofpow_in
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<
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string UIName = "DoFPowInteriorNight";
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string UIWidget = "Spinner";
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> = {1.0};
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float dofpow_id
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<
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string UIName = "DoFPowInteriorDay";
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string UIWidget = "Spinner";
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> = {1.0};
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/* fixed depth multiplier */
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float doffixedfocusmult_n
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<
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string UIName = "DoFFixedFocusedMultNight";
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string UIWidget = "Spinner";
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> = {1.0};
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float doffixedfocusmult_d
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<
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string UIName = "DoFFixedFocusedMultDay";
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string UIWidget = "Spinner";
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> = {1.0};
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float doffixedfocusmult_in
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<
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string UIName = "DoFFixedFocusedMultInteriorNight";
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string UIWidget = "Spinner";
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> = {1.0};
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float doffixedfocusmult_id
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<
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string UIName = "DoFFixedFocusedMultInteriorDay";
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string UIWidget = "Spinner";
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> = {1.0};
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/* fixed depth power */
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float doffixedfocuspow_n
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<
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string UIName = "DoFFixedFocusedPowNight";
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string UIWidget = "Spinner";
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> = {1.0};
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float doffixedfocuspow_d
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<
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string UIName = "DoFFixedFocusedPowDay";
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string UIWidget = "Spinner";
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> = {1.0};
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float doffixedfocuspow_in
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<
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string UIName = "DoFFixedFocusedPowInteriorNight";
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string UIWidget = "Spinner";
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> = {1.0};
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float doffixedfocuspow_id
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<
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string UIName = "DoFFixedFocusedPowInteriorDay";
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string UIWidget = "Spinner";
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> = {1.0};
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/* fixed depth blending */
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float doffixedfocusblend_n
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<
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string UIName = "DoFFixedFocusedBlendNight";
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string UIWidget = "Spinner";
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> = {0.0};
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float doffixedfocusblend_d
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<
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string UIName = "DoFFixedFocusedBlendDay";
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string UIWidget = "Spinner";
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> = {0.0};
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float doffixedfocusblend_in
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<
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string UIName = "DoFFixedFocusedBlendInteriorNight";
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string UIWidget = "Spinner";
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> = {0.0};
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float doffixedfocusblend_id
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<
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string UIName = "DoFFixedFocusedBlendInteriorDay";
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string UIWidget = "Spinner";
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> = {0.0};
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float doffixedunfocusmult_n
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<
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string UIName = "DoFFixedUnfocusedMultNight";
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string UIWidget = "Spinner";
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> = {1.0};
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float doffixedunfocusmult_d
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<
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string UIName = "DoFFixedUnfocusedMultDay";
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string UIWidget = "Spinner";
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> = {1.0};
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float doffixedunfocusmult_in
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<
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string UIName = "DoFFixedUnfocusedMultInteriorNight";
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string UIWidget = "Spinner";
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> = {1.0};
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float doffixedunfocusmult_id
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<
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string UIName = "DoFFixedUnfocusedMultInteriorDay";
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string UIWidget = "Spinner";
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> = {1.0};
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/* fixed depth power */
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float doffixedunfocuspow_n
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<
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string UIName = "DoFFixedUnfocusedPowNight";
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string UIWidget = "Spinner";
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> = {1.0};
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float doffixedunfocuspow_d
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<
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string UIName = "DoFFixedUnfocusedPowDay";
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string UIWidget = "Spinner";
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> = {1.0};
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float doffixedunfocuspow_in
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<
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string UIName = "DoFFixedUnfocusedPowInteriorNight";
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string UIWidget = "Spinner";
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> = {1.0};
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float doffixedunfocuspow_id
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<
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string UIName = "DoFFixedUnfocusedPowInteriorDay";
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string UIWidget = "Spinner";
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> = {1.0};
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/* fixed depth blending */
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float doffixedunfocusblend_n
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<
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string UIName = "DoFFixedUnfocusedBlendNight";
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string UIWidget = "Spinner";
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> = {0.0};
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float doffixedunfocusblend_d
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<
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string UIName = "DoFFixedUnfocusedBlendDay";
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string UIWidget = "Spinner";
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> = {0.0};
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float doffixedunfocusblend_in
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<
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string UIName = "DoFFixedUnfocusedBlendInteriorNight";
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string UIWidget = "Spinner";
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> = {0.0};
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float doffixedunfocusblend_id
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<
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string UIName = "DoFFixedUnfocusedBlendInteriorDay";
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string UIWidget = "Spinner";
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> = {0.0};
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/* display dof factors per pixel */
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bool dofdebug
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<
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string UIName = "DoFDebug";
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string UIWidget = "Checkbox";
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> = {false};
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/* two-pass blur, makes you shortsighted */
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bool doftwopass
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<
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string UIName = "DoFTwoPass";
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string UIWidget = "Checkbox";
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> = {false};
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/* disable depth of field, in case you want just the contour filter */
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bool dofdisable
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<
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string UIName = "DoFDisable";
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string UIWidget = "Checkbox";
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> = {false};
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/* enable depth of field smoothing (3x3 gaussian blur, slight fps loss) */
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bool dofsmooth
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<
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string UIName = "DoFSmoothing";
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string UIWidget = "Checkbox";
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> = {true};
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/* enable depth of field sky cutoff (keeps sky sharp, but may look awful) */
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bool dofcutoff
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<
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string UIName = "DoFCutoff";
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string UIWidget = "Checkbox";
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> = {false};
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/* disable edge detect filters */
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bool noedge
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<
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string UIName = "EdgeDisable";
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string UIWidget = "Checkbox";
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> = {true};
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/* use "edge vision" instead of contour filter (just because it looks fancy) */
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bool edgeview
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<
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string UIName = "EdgeView";
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string UIWidget = "Checkbox";
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> = {false};
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/* factors */
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float edgefadepow
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<
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string UIName = "EdgeFadePower";
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string UIWidget = "Spinner";
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> = {1.6};
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float edgefademult
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<
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string UIName = "EdgeFadeMultiplier";
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string UIWidget = "Spinner";
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> = {16.0};
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float edgepow
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<
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string UIName = "EdgePower";
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string UIWidget = "Spinner";
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> = {1.5};
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float edgemult
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<
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string UIName = "EdgeMultiplier";
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string UIWidget = "Spinner";
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> = {32.0};
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