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MariENB FNV 2.5.1

This commit is contained in:
Marisa the Magician 2019-04-07 17:39:13 +02:00
commit fb5dca59c5
18 changed files with 486 additions and 1990 deletions

View file

@ -4,6 +4,93 @@
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
string str_misc = "Miscellaneous";
/* fixed resolution, keeps blur filters at a consistent internal resolution */
int fixedx
<
string UIName = "Fixed Resolution Width";
string UIWidget = "Spinner";
int UIMin = 0;
> = {1920};
int fixedy
<
string UIName = "Fixed Resolution Height";
string UIWidget = "Spinner";
int UIMin = 0;
> = {1080};
string str_dist = "Frost Overlay";
float distcha
<
string UIName = "Distortion Chromatic Aberration";
string UIWidget = "Spinner";
> = {10.0};
bool frostenable
<
string UIName = "Enable Screen Frost";
string UIWidget = "Checkbox";
> = {false};
float frostpow
<
string UIName = "Frost Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float froststrength
<
string UIName = "Frost Strength";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float frostrpow
<
string UIName = "Frost Radial Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float frostrmult
<
string UIName = "Frost Radial Intensity";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float frostrbump
<
string UIName = "Frost Radial Offset";
string UIWidget = "Spinner";
> = {0.0};
float frostblend
<
string UIName = "Frost Texture Blend";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float frostbpow
<
string UIName = "Frost Texture Blend Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float frostsize
<
string UIName = "Frost Texture Size";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float frostfactor_n
<
string UIName = "Frost Factor Night";
string UIWidget = "Spinner";
> = {1.0};
float frostfactor_d
<
string UIName = "Frost Factor Day";
string UIWidget = "Spinner";
> = {1.0};
float frostfactor_i
<
string UIName = "Frost Factor Interior";
string UIWidget = "Spinner";
> = {1.0};
/* film grain */
string str_noise = "Film Grain";
bool ne
@ -137,14 +224,9 @@ float amin_d
string UIName = "Adaptation Min Day";
string UIWidget = "Spinner";
> = {0.0};
float amin_in
float amin_i
<
string UIName = "Adaptation Min Interior Night";
string UIWidget = "Spinner";
> = {0.0};
float amin_id
<
string UIName = "Adaptation Min Interior Day";
string UIName = "Adaptation Min Interior";
string UIWidget = "Spinner";
> = {0.0};
float amax_n
@ -157,14 +239,9 @@ float amax_d
string UIName = "Adaptation Max Day";
string UIWidget = "Spinner";
> = {1.0};
float amax_in
float amax_i
<
string UIName = "Adaptation Max Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float amax_id
<
string UIName = "Adaptation Max Interior Day";
string UIName = "Adaptation Max Interior";
string UIWidget = "Spinner";
> = {1.0};
/* tone mapping */
@ -177,14 +254,13 @@ string str_tonemap = "Tone Mapping";
2 : Uncharted 2
3 : Hejl Dawson
4 : Haarm-Peter Duiker
5 : SweetFX
*/
int tmapenable
<
string UIName = "Tonemapping Method";
string UIWidget = "Spinner";
int UIMin = -1;
int UIMax = 5;
int UIMax = 4;
> = {2};
float tmapexposure_n
<
@ -198,15 +274,9 @@ float tmapexposure_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float tmapexposure_in
float tmapexposure_i
<
string UIName = "Tonemap Exposure Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float tmapexposure_id
<
string UIName = "Tonemap Exposure Interior Day";
string UIName = "Tonemap Exposure Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
@ -224,16 +294,9 @@ float tmapblend_d
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float tmapblend_in
float tmapblend_i
<
string UIName = "Tonemap Blend Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float tmapblend_id
<
string UIName = "Tonemap Blend Interior Day";
string UIName = "Tonemap Blend Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
@ -248,14 +311,9 @@ float unA_d
string UIName = "Uncharted2 Shoulder Strength Day";
string UIWidget = "Spinner";
> = {0.5};
float unA_in
float unA_i
<
string UIName = "Uncharted2 Shoulder Strength Interior Night";
string UIWidget = "Spinner";
> = {0.5};
float unA_id
<
string UIName = "Uncharted2 Shoulder Strength Interior Day";
string UIName = "Uncharted2 Shoulder Strength Interior";
string UIWidget = "Spinner";
> = {0.5};
float unB_n
@ -268,14 +326,9 @@ float unB_d
string UIName = "Uncharted2 Linear Strength Day";
string UIWidget = "Spinner";
> = {1.0};
float unB_in
float unB_i
<
string UIName = "Uncharted2 Linear Strength Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float unB_id
<
string UIName = "Uncharted2 Linear Strength Interior Day";
string UIName = "Uncharted2 Linear Strength Interior";
string UIWidget = "Spinner";
> = {1.0};
float unC_n
@ -288,14 +341,9 @@ float unC_d
string UIName = "Uncharted2 Linear Angle Day";
string UIWidget = "Spinner";
> = {0.2};
float unC_in
float unC_i
<
string UIName = "Uncharted2 Linear Angle Interior Night";
string UIWidget = "Spinner";
> = {0.2};
float unC_id
<
string UIName = "Uncharted2 Linear Angle Interior Day";
string UIName = "Uncharted2 Linear Angle Interior";
string UIWidget = "Spinner";
> = {0.2};
float unD_n
@ -308,14 +356,9 @@ float unD_d
string UIName = "Uncharted2 Toe Strength Day";
string UIWidget = "Spinner";
> = {0.75};
float unD_in
float unD_i
<
string UIName = "Uncharted2 Toe Strength Interior Night";
string UIWidget = "Spinner";
> = {0.75};
float unD_id
<
string UIName = "Uncharted2 Toe Strength Interior Day";
string UIName = "Uncharted2 Toe Strength Interior";
string UIWidget = "Spinner";
> = {0.75};
float unE_n
@ -328,14 +371,9 @@ float unE_d
string UIName = "Uncharted2 Toe Numerator Day";
string UIWidget = "Spinner";
> = {0.02};
float unE_in
float unE_i
<
string UIName = "Uncharted2 Toe Numerator Interior Night";
string UIWidget = "Spinner";
> = {0.02};
float unE_id
<
string UIName = "Uncharted2 Toe Numerator Interior Day";
string UIName = "Uncharted2 Toe Numerator Interior";
string UIWidget = "Spinner";
> = {0.02};
float unF_n
@ -348,14 +386,9 @@ float unF_d
string UIName = "Uncharted2 Toe Denominator Day";
string UIWidget = "Spinner";
> = {0.30};
float unF_in
float unF_i
<
string UIName = "Uncharted2 Toe Denominator Interior Night";
string UIWidget = "Spinner";
> = {0.30};
float unF_id
<
string UIName = "Uncharted2 Toe Denominator Interior Day";
string UIName = "Uncharted2 Toe Denominator Interior";
string UIWidget = "Spinner";
> = {0.30};
float unW_n
@ -368,240 +401,11 @@ float unW_d
string UIName = "Uncharted2 Linear White Day";
string UIWidget = "Spinner";
> = {10.0};
float unW_in
float unW_i
<
string UIName = "Uncharted2 Linear White Interior Night";
string UIName = "Uncharted2 Linear White Interior";
string UIWidget = "Spinner";
> = {10.0};
float unW_id
<
string UIName = "Uncharted2 Linear White Interior Day";
string UIWidget = "Spinner";
> = {10.0};
float sfxgamma_n
<
string UIName = "SweetFX Gamma Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 2.0;
> = {1.0};
float sfxgamma_d
<
string UIName = "SweetFX Gamma Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 2.0;
> = {1.0};
float sfxgamma_in
<
string UIName = "SweetFX Gamma Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 2.0;
> = {1.0};
float sfxgamma_id
<
string UIName = "SweetFX Gamma Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 2.0;
> = {1.0};
float sfxexposure_n
<
string UIName = "SweetFX Exposure Night";
string UIWidget = "Spinner";
float UIMin = -1.0;
float UIMax = 1.0;
> = {0.0};
float sfxexposure_d
<
string UIName = "SweetFX Exposure Day";
string UIWidget = "Spinner";
float UIMin = -1.0;
float UIMax = 1.0;
> = {0.0};
float sfxexposure_in
<
string UIName = "SweetFX Exposure Interior Night";
string UIWidget = "Spinner";
float UIMin = -1.0;
float UIMax = 1.0;
> = {0.0};
float sfxexposure_id
<
string UIName = "SweetFX Exposure Interior Day";
string UIWidget = "Spinner";
float UIMin = -1.0;
float UIMax = 1.0;
> = {0.0};
float sfxsaturation_n
<
string UIName = "SweetFX Saturation Night";
string UIWidget = "Spinner";
float UIMin = -1.0;
float UIMax = 1.0;
> = {0.0};
float sfxsaturation_d
<
string UIName = "SweetFX Saturation Day";
string UIWidget = "Spinner";
float UIMin = -1.0;
float UIMax = 1.0;
> = {0.0};
float sfxsaturation_in
<
string UIName = "SweetFX Saturation Interior Night";
string UIWidget = "Spinner";
float UIMin = -1.0;
float UIMax = 1.0;
> = {0.0};
float sfxsaturation_id
<
string UIName = "SweetFX Saturation Interior Day";
string UIWidget = "Spinner";
float UIMin = -1.0;
float UIMax = 1.0;
> = {0.0};
float sfxbleach_n
<
string UIName = "SweetFX Bleach Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxbleach_d
<
string UIName = "SweetFX Bleach Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxbleach_in
<
string UIName = "SweetFX Bleach Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxbleach_id
<
string UIName = "SweetFX Bleach Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxdefog_n
<
string UIName = "SweetFX Defog Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxdefog_d
<
string UIName = "SweetFX Defog Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxdefog_in
<
string UIName = "SweetFX Defog Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxdefog_id
<
string UIName = "SweetFX Defog Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxfogcolor_r_n
<
string UIName = "SweetFX Defog Color Red Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxfogcolor_g_n
<
string UIName = "SweetFX Defog Color Green Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxfogcolor_b_n
<
string UIName = "SweetFX Defog Color Blue Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float sfxfogcolor_r_d
<
string UIName = "SweetFX Defog Color Red Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxfogcolor_g_d
<
string UIName = "SweetFX Defog Color Green Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxfogcolor_b_d
<
string UIName = "SweetFX Defog Color Blue Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float sfxfogcolor_r_in
<
string UIName = "SweetFX Defog Color Red Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxfogcolor_g_in
<
string UIName = "SweetFX Defog Color Green Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxfogcolor_b_in
<
string UIName = "SweetFX Defog Color Blue Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float sfxfogcolor_r_id
<
string UIName = "SweetFX Defog Color Red Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxfogcolor_g_id
<
string UIName = "SweetFX Defog Color Green Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxfogcolor_b_id
<
string UIName = "SweetFX Defog Color Blue Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
/* Color grading */
string str_grade = "Color Grading Suite";
bool gradeenable1
@ -640,34 +444,19 @@ float grademul_b_d
string UIName = "Grading Intensity Day Blue";
string UIWidget = "Spinner";
> = {1.0};
float grademul_r_in
float grademul_r_i
<
string UIName = "Grading Intensity Interior Night Red";
string UIName = "Grading Intensity Interior Red";
string UIWidget = "Spinner";
> = {1.0};
float grademul_g_in
float grademul_g_i
<
string UIName = "Grading Intensity Interior Night Green";
string UIName = "Grading Intensity Interior Green";
string UIWidget = "Spinner";
> = {1.0};
float grademul_b_in
float grademul_b_i
<
string UIName = "Grading Intensity Interior Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float grademul_r_id
<
string UIName = "Grading Intensity Interior Day Red";
string UIWidget = "Spinner";
> = {1.0};
float grademul_g_id
<
string UIName = "Grading Intensity Interior Day Green";
string UIWidget = "Spinner";
> = {1.0};
float grademul_b_id
<
string UIName = "Grading Intensity Interior Day Blue";
string UIName = "Grading Intensity Interior Blue";
string UIWidget = "Spinner";
> = {1.0};
/* color component contrasts */
@ -707,39 +496,21 @@ float gradepow_b_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_r_in
float gradepow_r_i
<
string UIName = "Grading Contrast Interior Night Red";
string UIName = "Grading Contrast Interior Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_g_in
float gradepow_g_i
<
string UIName = "Grading Contrast Interior Night Green";
string UIName = "Grading Contrast Interior Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_b_in
float gradepow_b_i
<
string UIName = "Grading Contrast Interior Night Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_r_id
<
string UIName = "Grading Contrast Interior Day Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_g_id
<
string UIName = "Grading Contrast Interior Day Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_b_id
<
string UIName = "Grading Contrast Interior Day Blue";
string UIName = "Grading Contrast Interior Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
@ -779,34 +550,19 @@ float gradecol_b_d
string UIName = "Grading Color Day Blue";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_r_in
float gradecol_r_i
<
string UIName = "Grading Color Interior Night Red";
string UIName = "Grading Color Interior Red";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_g_in
float gradecol_g_i
<
string UIName = "Grading Color Interior Night Green";
string UIName = "Grading Color Interior Green";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_b_in
float gradecol_b_i
<
string UIName = "Grading Color Interior Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_r_id
<
string UIName = "Grading Color Interior Day Red";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_g_id
<
string UIName = "Grading Color Interior Day Green";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_b_id
<
string UIName = "Grading Color Interior Day Blue";
string UIName = "Grading Color Interior Blue";
string UIWidget = "Spinner";
> = {1.0};
/* blend factor for colorization (negative values are quite fancy) */
@ -820,14 +576,9 @@ float gradecolfact_d
string UIName = "Grading Color Factor Day";
string UIWidget = "Spinner";
> = {0.0};
float gradecolfact_in
float gradecolfact_i
<
string UIName = "Grading Color Factor Interior Night";
string UIWidget = "Spinner";
> = {0.0};
float gradecolfact_id
<
string UIName = "Grading Color Factor Interior Day";
string UIName = "Grading Color Factor Interior";
string UIWidget = "Spinner";
> = {0.0};
/* HSV grading */
@ -847,14 +598,9 @@ float gradesatmul_d
string UIName = "Grading Saturation Intensity Day";
string UIWidget = "Spinner";
> = {1.0};
float gradesatmul_in
float gradesatmul_i
<
string UIName = "Grading Saturation Intensity Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float gradesatmul_id
<
string UIName = "Grading Saturation Intensity Interior Day";
string UIName = "Grading Saturation Intensity Interior";
string UIWidget = "Spinner";
> = {1.0};
/* saturation power */
@ -868,14 +614,9 @@ float gradesatpow_d
string UIName = "Grading Saturation Contrast Day";
string UIWidget = "Spinner";
> = {1.0};
float gradesatpow_in
float gradesatpow_i
<
string UIName = "Grading Saturation Contrast Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float gradesatpow_id
<
string UIName = "Grading Saturation Contrast Interior Day";
string UIName = "Grading Saturation Contrast Interior";
string UIWidget = "Spinner";
> = {1.0};
/* value multiplier */
@ -889,14 +630,9 @@ float gradevalmul_d
string UIName = "Grading Value Intensity Day";
string UIWidget = "Spinner";
> = {1.0};
float gradevalmul_in
float gradevalmul_i
<
string UIName = "Grading Value Intensity Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float gradevalmul_id
<
string UIName = "Grading Value Intensity Interior Day";
string UIName = "Grading Value Intensity Interior";
string UIWidget = "Spinner";
> = {1.0};
/* value power */
@ -910,14 +646,9 @@ float gradevalpow_d
string UIName = "Grading Value Contrast Day";
string UIWidget = "Spinner";
> = {1.0};
float gradevalpow_in
float gradevalpow_i
<
string UIName = "Grading Value Contrast Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float gradevalpow_id
<
string UIName = "Grading Value Contrast Interior Day";
string UIName = "Grading Value Contrast Interior";
string UIWidget = "Spinner";
> = {1.0};
bool colorizeafterhsv
@ -995,14 +726,9 @@ float lutblend_d
string UIName = "LUT Blend Day";
string UIWidget = "Spinner";
> = {1.0};
float lutblend_in
float lutblend_i
<
string UIName = "LUT Blend Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float lutblend_id
<
string UIName = "LUT Blend Interior Day";
string UIName = "LUT Blend Interior";
string UIWidget = "Spinner";
> = {1.0};
#ifdef LUTMODE_LEGACY
@ -1020,35 +746,14 @@ int clut_d
int UIMin = 0;
int UIMax = 63;
> = {1};
int clut_in
int clut_i
<
string UIName = "LUT Preset Interior Night";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 63;
> = {1};
int clut_id
<
string UIName = "LUT Preset Interior Day";
string UIName = "LUT Preset Interior";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 63;
> = {1};
#endif
/* not using ENB's own variables, sorry */
string str_enbpal = "ENB Palette";
bool palenable
<
string UIName = "Enable ENB Palette";
string UIWidget = "Checkbox";
> = {false};
float palblend
<
string UIName = "Palette Blend";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
/* technicolor shader */
string str_tech = "Technicolor";
bool techenable