/* menbeffectsettings.fx : MariENB base user-tweakable variables. (C)2013-2017 Marisa Kirisame, UnSX Team. 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 < string UIName = "Enable Grain"; string UIWidget = "Checkbox"; > = {false}; /* speed of grain */ float nf < string UIName = "Grain Speed"; string UIWidget = "Spinner"; > = {2500.0}; /* intensity of grain */ float ni < string UIName = "Grain Intensity"; string UIWidget = "Spinner"; > = {0.05}; /* saturation of grain */ float ns < string UIName = "Grain Saturation"; string UIWidget = "Spinner"; > = {0.0}; /* use two-pass grain (double the texture fetches, but looks less uniform) */ bool np < string UIName = "Grain Two-Pass"; string UIWidget = "Checkbox"; > = {true}; /* blending mode for grain: 0 -> normal 1 -> add 2 -> overlay 3 -> "dark mask", a personal invention */ int nb < string UIName = "Grain Blending Mode"; string UIWidget = "Spinner"; int UIMin = 0; int UIMax = 3; > = {1}; /* dark mask blend mode contrast for mask image */ float bnp < string UIName = "Grain Dark Mask Contrast"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.5}; /* two-pass distortion factor (0 = look just like one-pass grain) */ float nk < string UIName = "Grain Two-Pass Factor"; string UIWidget = "Spinner"; > = {0.04}; /* zoom factors for each component of each noise texture */ float nm1 < string UIName = "Grain Magnification 1"; string UIWidget = "Spinner"; > = {13.25}; float nm2 < string UIName = "Grain Magnification 2"; string UIWidget = "Spinner"; > = {19.64}; float nm3 < string UIName = "Grain Magnification 3"; string UIWidget = "Spinner"; > = {17.35}; float nm11 < string UIName = "Grain Pass 1 Magnification 1"; string UIWidget = "Spinner"; > = {2.05}; float nm12 < string UIName = "Grain Pass 1 Magnification 2"; string UIWidget = "Spinner"; > = {3.11}; float nm13 < string UIName = "Grain Pass 1 Magnification 3"; string UIWidget = "Spinner"; > = {2.22}; float nm21 < string UIName = "Grain Pass 2 Magnification 1"; string UIWidget = "Spinner"; > = {4.25}; float nm22 < string UIName = "Grain Pass 2 Magnification 2"; string UIWidget = "Spinner"; > = {0.42}; float nm23 < string UIName = "Grain Pass 2 Magnification 3"; string UIWidget = "Spinner"; > = {6.29}; /* contrast of grain */ float nj < string UIName = "Grain Contrast"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; bool nbt < string UIName = "Apply Grain Before Tone Mapping"; string UIWidget = "Checkbox"; > = {true}; /* "adaptation" factors */ string str_adaptation = "Eye Adaptation"; bool aenable < string UIName = "Enable Adaptation"; string UIWidget = "Checkbox"; > = {false}; float amin_n < string UIName = "Adaptation Min Night"; string UIWidget = "Spinner"; > = {0.0}; float amin_d < string UIName = "Adaptation Min Day"; string UIWidget = "Spinner"; > = {0.0}; float amin_i < string UIName = "Adaptation Min Interior"; string UIWidget = "Spinner"; > = {0.0}; float amax_n < string UIName = "Adaptation Max Night"; string UIWidget = "Spinner"; > = {1.0}; float amax_d < string UIName = "Adaptation Max Day"; string UIWidget = "Spinner"; > = {1.0}; float amax_i < string UIName = "Adaptation Max Interior"; string UIWidget = "Spinner"; > = {1.0}; /* tone mapping */ string str_tonemap = "Tone Mapping"; /* algorithms: -1 : Disabled 0 : Linear 1 : Reinhard 2 : Uncharted 2 3 : Hejl Dawson 4 : Haarm-Peter Duiker */ int tmapenable < string UIName = "Tonemapping Method"; string UIWidget = "Spinner"; int UIMin = -1; int UIMax = 4; > = {2}; float tmapexposure_n < string UIName = "Tonemap Exposure Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float tmapexposure_d < string UIName = "Tonemap Exposure Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float tmapexposure_i < string UIName = "Tonemap Exposure Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float tmapblend_n < string UIName = "Tonemap Blend Night"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; float tmapblend_d < string UIName = "Tonemap Blend Day"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; float tmapblend_i < string UIName = "Tonemap Blend Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; float unA_n < string UIName = "Uncharted2 Shoulder Strength Night"; string UIWidget = "Spinner"; > = {0.5}; float unA_d < string UIName = "Uncharted2 Shoulder Strength Day"; string UIWidget = "Spinner"; > = {0.5}; float unA_i < string UIName = "Uncharted2 Shoulder Strength Interior"; string UIWidget = "Spinner"; > = {0.5}; float unB_n < string UIName = "Uncharted2 Linear Strength Night"; string UIWidget = "Spinner"; > = {1.0}; float unB_d < string UIName = "Uncharted2 Linear Strength Day"; string UIWidget = "Spinner"; > = {1.0}; float unB_i < string UIName = "Uncharted2 Linear Strength Interior"; string UIWidget = "Spinner"; > = {1.0}; float unC_n < string UIName = "Uncharted2 Linear Angle Night"; string UIWidget = "Spinner"; > = {0.2}; float unC_d < string UIName = "Uncharted2 Linear Angle Day"; string UIWidget = "Spinner"; > = {0.2}; float unC_i < string UIName = "Uncharted2 Linear Angle Interior"; string UIWidget = "Spinner"; > = {0.2}; float unD_n < string UIName = "Uncharted2 Toe Strength Night"; string UIWidget = "Spinner"; > = {0.75}; float unD_d < string UIName = "Uncharted2 Toe Strength Day"; string UIWidget = "Spinner"; > = {0.75}; float unD_i < string UIName = "Uncharted2 Toe Strength Interior"; string UIWidget = "Spinner"; > = {0.75}; float unE_n < string UIName = "Uncharted2 Toe Numerator Night"; string UIWidget = "Spinner"; > = {0.02}; float unE_d < string UIName = "Uncharted2 Toe Numerator Day"; string UIWidget = "Spinner"; > = {0.02}; float unE_i < string UIName = "Uncharted2 Toe Numerator Interior"; string UIWidget = "Spinner"; > = {0.02}; float unF_n < string UIName = "Uncharted2 Toe Denominator Night"; string UIWidget = "Spinner"; > = {0.30}; float unF_d < string UIName = "Uncharted2 Toe Denominator Day"; string UIWidget = "Spinner"; > = {0.30}; float unF_i < string UIName = "Uncharted2 Toe Denominator Interior"; string UIWidget = "Spinner"; > = {0.30}; float unW_n < string UIName = "Uncharted2 Linear White Night"; string UIWidget = "Spinner"; > = {10.0}; float unW_d < string UIName = "Uncharted2 Linear White Day"; string UIWidget = "Spinner"; > = {10.0}; float unW_i < string UIName = "Uncharted2 Linear White Interior"; string UIWidget = "Spinner"; > = {10.0}; /* Color grading */ string str_grade = "Color Grading Suite"; bool gradeenable1 < string UIName = "Enable RGB Grading"; string UIWidget = "Checkbox"; > = {false}; /* color component multipliers */ float grademul_r_n < string UIName = "Grading Intensity Night Red"; string UIWidget = "Spinner"; > = {1.0}; float grademul_g_n < string UIName = "Grading Intensity Night Green"; string UIWidget = "Spinner"; > = {1.0}; float grademul_b_n < string UIName = "Grading Intensity Night Blue"; string UIWidget = "Spinner"; > = {1.0}; float grademul_r_d < string UIName = "Grading Intensity Day Red"; string UIWidget = "Spinner"; > = {1.0}; float grademul_g_d < string UIName = "Grading Intensity Day Green"; string UIWidget = "Spinner"; > = {1.0}; float grademul_b_d < string UIName = "Grading Intensity Day Blue"; string UIWidget = "Spinner"; > = {1.0}; float grademul_r_i < string UIName = "Grading Intensity Interior Red"; string UIWidget = "Spinner"; > = {1.0}; float grademul_g_i < string UIName = "Grading Intensity Interior Green"; string UIWidget = "Spinner"; > = {1.0}; float grademul_b_i < string UIName = "Grading Intensity Interior Blue"; string UIWidget = "Spinner"; > = {1.0}; /* color component contrasts */ float gradepow_r_n < string UIName = "Grading Contrast Night Red"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_g_n < string UIName = "Grading Contrast Night Green"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_b_n < string UIName = "Grading Contrast Night Blue"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_r_d < string UIName = "Grading Contrast Day Red"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_g_d < string UIName = "Grading Contrast Day Green"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_b_d < string UIName = "Grading Contrast Day Blue"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_r_i < string UIName = "Grading Contrast Interior Red"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_g_i < string UIName = "Grading Contrast Interior Green"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_b_i < string UIName = "Grading Contrast Interior Blue"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; /* colorization factors */ bool gradeenable2 < string UIName = "Enable Vibrance Grading"; string UIWidget = "Checkbox"; > = {false}; float gradecol_r_n < string UIName = "Grading Color Night Red"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_g_n < string UIName = "Grading Color Night Green"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_b_n < string UIName = "Grading Color Night Blue"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_r_d < string UIName = "Grading Color Day Red"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_g_d < string UIName = "Grading Color Day Green"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_b_d < string UIName = "Grading Color Day Blue"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_r_i < string UIName = "Grading Color Interior Red"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_g_i < string UIName = "Grading Color Interior Green"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_b_i < string UIName = "Grading Color Interior Blue"; string UIWidget = "Spinner"; > = {1.0}; /* blend factor for colorization (negative values are quite fancy) */ float gradecolfact_n < string UIName = "Grading Color Factor Night"; string UIWidget = "Spinner"; > = {0.0}; float gradecolfact_d < string UIName = "Grading Color Factor Day"; string UIWidget = "Spinner"; > = {0.0}; float gradecolfact_i < string UIName = "Grading Color Factor Interior"; string UIWidget = "Spinner"; > = {0.0}; /* HSV grading */ bool gradeenable3 < string UIName = "Enable HSV Grading"; string UIWidget = "Checkbox"; > = {false}; /* saturation multiplier */ float gradesatmul_n < string UIName = "Grading Saturation Intensity Night"; string UIWidget = "Spinner"; > = {1.0}; float gradesatmul_d < string UIName = "Grading Saturation Intensity Day"; string UIWidget = "Spinner"; > = {1.0}; float gradesatmul_i < string UIName = "Grading Saturation Intensity Interior"; string UIWidget = "Spinner"; > = {1.0}; /* saturation power */ float gradesatpow_n < string UIName = "Grading Saturation Contrast Night"; string UIWidget = "Spinner"; > = {1.0}; float gradesatpow_d < string UIName = "Grading Saturation Contrast Day"; string UIWidget = "Spinner"; > = {1.0}; float gradesatpow_i < string UIName = "Grading Saturation Contrast Interior"; string UIWidget = "Spinner"; > = {1.0}; /* value multiplier */ float gradevalmul_n < string UIName = "Grading Value Intensity Night"; string UIWidget = "Spinner"; > = {1.0}; float gradevalmul_d < string UIName = "Grading Value Intensity Day"; string UIWidget = "Spinner"; > = {1.0}; float gradevalmul_i < string UIName = "Grading Value Intensity Interior"; string UIWidget = "Spinner"; > = {1.0}; /* value power */ float gradevalpow_n < string UIName = "Grading Value Contrast Night"; string UIWidget = "Spinner"; > = {1.0}; float gradevalpow_d < string UIName = "Grading Value Contrast Day"; string UIWidget = "Spinner"; > = {1.0}; float gradevalpow_i < string UIName = "Grading Value Contrast Interior"; string UIWidget = "Spinner"; > = {1.0}; bool colorizeafterhsv < string UIName = "Colorize After HSV"; string UIWidget = "Checkbox"; > = {true}; /* game imagespace support */ string str_vanilla = "Vanilla Imagespace Tint/Grading/Fade"; /* vanilla grading */ bool vgradeenable < string UIName = "Enable Vanilla Imagespace"; string UIWidget = "Checkbox"; > = {true}; float vtintblend < string UIName = "Vanilla Tint Blend"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; float vsatblend < string UIName = "Vanilla Vibrance Blend"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; float vconblend < string UIName = "Vanilla Contrast Blend"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; float vtintpow < string UIName = "Vanilla Tint Contrast"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float vtintmul < string UIName = "Vanilla Tint Strength"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float vsatpow < string UIName = "Vanilla Vibrance Contrast"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float vsatmul < string UIName = "Vanilla Vibrance Strength"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; /* LUT grading */ string str_lut = "RGB Lookup Table Grading"; bool lutenable < string UIName = "Enable LUT Grading"; string UIWidget = "Checkbox"; > = {false}; float lutblend_n < string UIName = "LUT Blend Night"; string UIWidget = "Spinner"; > = {1.0}; float lutblend_d < string UIName = "LUT Blend Day"; string UIWidget = "Spinner"; > = {1.0}; float lutblend_i < string UIName = "LUT Blend Interior"; string UIWidget = "Spinner"; > = {1.0}; #ifdef LUTMODE_LEGACY int clut_n < string UIName = "LUT Preset Night"; string UIWidget = "Spinner"; int UIMin = 0; int UIMax = 63; > = {1}; int clut_d < string UIName = "LUT Preset Day"; string UIWidget = "Spinner"; int UIMin = 0; int UIMax = 63; > = {1}; int clut_i < string UIName = "LUT Preset Interior"; string UIWidget = "Spinner"; int UIMin = 0; int UIMax = 63; > = {1}; #endif /* technicolor shader */ string str_tech = "Technicolor"; bool techenable < string UIName = "Enable Technicolor"; string UIWidget = "Checkbox"; > = {false}; float techblend < string UIName = "Technicolor Blend"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; string str_dither = "Dithering"; bool dodither < string UIName = "Enable Post Dither"; string UIWidget = "Checkbox"; > = {true}; int dither < string UIName = "Dither Pattern"; string UIWidget = "Spinner"; int UIMin = 0; int UIMax = 2; > = {2}; string str_debug = "Debugging"; bool bloomdebug < string UIName = "Display Bloom"; string UIWidget = "Checkbox"; > = {false};