/* menbprepasssettings.fx : MariENB prepass 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}; float cutoff < string UIName = "Depth Cutoff"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1000000.0; > = {999949.0}; float zNear < string UIName = "Near Z"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.05}; float zFar < string UIName = "Far Z"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {3098.0}; string str_dist = "Distortion Filters"; float distcha < string UIName = "Distortion Chromatic Aberration"; string UIWidget = "Spinner"; > = {10.0}; bool heatenable < string UIName = "Enable Hot Air Refraction"; string UIWidget = "Checkbox"; > = {false}; float heatsize < string UIName = "Heat Texture Size"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {3.5}; float heatspeed < string UIName = "Heat Speed"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.5}; float heatfadepow < string UIName = "Heat Fade Contrast"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {200.0}; float heatfademul < string UIName = "Heat Fade Intensity"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.5}; float heatfadebump < string UIName = "Heat Fade Offset"; string UIWidget = "Spinner"; > = {0.0}; float heatstrength < string UIName = "Heat Intensity"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.25}; float heatpow < string UIName = "Heat Contrast"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.2}; float heatfactor_n < string UIName = "Heat Factor Night"; string UIWidget = "Spinner"; > = {1.0}; float heatfactor_d < string UIName = "Heat Factor Day"; string UIWidget = "Spinner"; > = {1.0}; float heatfactor_i < string UIName = "Heat Factor Interior"; string UIWidget = "Spinner"; > = {1.0}; string str_focus = "Focusing Parameters"; /* focus modes: -1 : manual 0 : center spot 1 : center + triangle 2 : 8x8 grid average TODO 3 : 8x8 grid average of 8 closest points 4 : 8x8 grid average of 8 farthest points */ int focuscircle < string UIName = "Focus Mode"; string UIWidget = "Checkbox"; int UIMin = -1; int UIMax = 2; > = {1}; bool focusdisplay < string UIName = "Display Focus Points"; string UIWidget = "Checkbox"; > = {false}; float focusmanualvalue < string UIName = "Manual Focus Depth"; string UIWidget = "Checkbox"; float UIMin = 0.0; float UIMax = 1000.0; > = {500.0}; /* center point of focus */ float focuscenter_x < string UIName = "Focus Point Center X"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 100.0; > = {50.0}; float focuscenter_y < string UIName = "Focus Point Center Y"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 100.0; > = {50.0}; float focuscircleangle < string UIName = "Focus Triangle Angle"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.0}; /* radius of the focus point triangle */ float focusradius_n < string UIName = "Focus Triangle Radius Night"; string UIWidget = "Spinner"; > = {20.0}; float focusradius_d < string UIName = "Focus Triangle Radius Day"; string UIWidget = "Spinner"; > = {20.0}; float focusradius_i < string UIName = "Focus Triangle Radius Interior"; string UIWidget = "Spinner"; > = {20.0}; /* mix factor with sample at screen center */ float focusmix_n < string UIName = "Focus Triangle Blending Night"; string UIWidget = "Spinner"; > = {0.5}; float focusmix_d < string UIName = "Focus Triangle Blending Day"; string UIWidget = "Spinner"; > = {0.5}; float focusmix_i < string UIName = "Focus Triangle Blending Interior"; string UIWidget = "Spinner"; > = {0.5}; /* maximum focus depth */ float focusmax_n < string UIName = "Focus Maximum Depth Night"; string UIWidget = "Spinner"; > = {1000.0}; float focusmax_d < string UIName = "Focus Maximum Depth Day"; string UIWidget = "Spinner"; > = {1000.0}; float focusmax_i < string UIName = "Focus Maximum Depth Interior"; string UIWidget = "Spinner"; > = {1000.0}; /* dof filter */ string str_dof = "Depth Of Field"; /* dof multiplier (makes unfocused depths more blurry) */ float dofmult_n < string UIName = "DOF Intensity Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; float dofmult_d < string UIName = "DOF Intensity Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; float dofmult_i < string UIName = "DOF Intensity Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; /* dof power (the higher it is, the wider the focused area gets) */ float dofpow_n < string UIName = "DOF Contrast Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {4.0}; float dofpow_d < string UIName = "DOF Contrast Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {4.0}; float dofpow_i < string UIName = "DOF Contrast Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {4.0}; /* dof bump (negative shift increases the area in complete focus) */ float dofbump_n < string UIName = "DOF Shift Night"; string UIWidget = "Spinner"; > = {0.0}; float dofbump_d < string UIName = "DOF Shift Day"; string UIWidget = "Spinner"; > = {0.0}; float dofbump_i < string UIName = "DOF Shift Interior"; string UIWidget = "Spinner"; > = {0.0}; /* fixed focused depth factors */ float doffixedfocusmult_n < string UIName = "DOF Fixed Focus Intensity Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocusmult_d < string UIName = "DOF Fixed Focus Intensity Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocusmult_i < string UIName = "DOF Fixed Focus Intensity Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocuspow_n < string UIName = "DOF Fixed Focus Contrast Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocuspow_d < string UIName = "DOF Fixed Focus Contrast Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocuspow_i < string UIName = "DOF Fixed Focus Contrast Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocusbump_n < string UIName = "DOF Fixed Focus Shift Night"; string UIWidget = "Spinner"; > = {0.0}; float doffixedfocusbump_d < string UIName = "DOF Fixed Focus Shift Day"; string UIWidget = "Spinner"; > = {0.0}; float doffixedfocusbump_i < string UIName = "DOF Fixed Focus Shift Interior"; string UIWidget = "Spinner"; > = {0.0}; float doffixedfocusblend_n < string UIName = "DOF Fixed Focus Blend Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffixedfocusblend_d < string UIName = "DOF Fixed Focus Blend Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffixedfocusblend_i < string UIName = "DOF Fixed Focus Blend Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffixedfocusdepth < string UIName = "DOF Fixed Focus Depth"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.0}; float doffixedfocuscap < string UIName = "DOF Fixed Focus Cap"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.0}; /* fixed unfocused depth factors */ float doffixedunfocusmult_n < string UIName = "DOF Fixed Unfocus Intensity Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float doffixedunfocusmult_d < string UIName = "DOF Fixed Unfocus Intensity Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float doffixedunfocusmult_i < string UIName = "DOF Fixed Unfocus Intensity Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float doffixedunfocuspow_n < string UIName = "DOF Fixed Unfocus Contrast Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1000.0}; float doffixedunfocuspow_d < string UIName = "DOF Fixed Unfocus Contrast Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1000.0}; float doffixedunfocuspow_i < string UIName = "DOF Fixed Unfocus Contrast Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1000.0}; float doffixedunfocusbump_n < string UIName = "DOF Fixed Unfocus Shift Night"; string UIWidget = "Spinner"; > = {0.0}; float doffixedunfocusbump_d < string UIName = "DOF Fixed Unfocus Shift Day"; string UIWidget = "Spinner"; > = {0.0}; float doffixedunfocusbump_i < string UIName = "DOF Fixed Unfocus Shift Interior"; string UIWidget = "Spinner"; > = {0.0}; float doffixedunfocusblend_n < string UIName = "DOF Fixed Unfocus Blend Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffixedunfocusblend_d < string UIName = "DOF Fixed Unfocus Blend Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffixedunfocusblend_i < string UIName = "DOF Fixed Unfocus Blend Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffixedunfocusdepth < string UIName = "DOF Fixed Unfocus Depth"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.0}; /* prevents fixed dof from blurring the skybox */ bool doffixedcut < string UIName = "DOF Fixed Use Cutoff"; string UIWidget = "Checkbox"; > = {true}; /* disable depth of field */ bool dofdisable < string UIName = "Disable DOF"; string UIWidget = "Checkbox"; > = {false}; bool doffixedonly < string UIName = "Use Only Fixed DOF"; string UIWidget = "Checkbox"; > = {false}; float dofpradius < string UIName = "DOF Gather Blur Radius"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {6.0}; bool dofpostblur < string UIName = "Enable DOF Post-Blur"; string UIWidget = "Checkbox"; > = {true}; float dofpbradius < string UIName = "DOF Post-Blur Radius"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dofpcha < string UIName = "DOF Blur Chromatic Aberration"; string UIWidget = "Spinner"; > = {0.0}; bool dofhilite < string UIName = "Enable DOF Highlights"; string UIWidget = "Checkbox"; > = {false}; float dofbthreshold < string UIName = "DOF Highlight Threshold"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.5}; float dofbgain < string UIName = "DOF Highlight Gain"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float dofbradius < string UIName = "DOF Bokeh Blur Radius"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dofbbias < string UIName = "DOF Bokeh Edge Bias"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.5}; float dofbnoise < string UIName = "DOF Bokeh Fuzz"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.01}; /* tilting */ float doftiltxcenter < string UIName = "Focus Plane Horizontal Tilt Center"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.5}; float doftiltycenter < string UIName = "Focus Plane Vertical Tilt Center"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.5}; float doftiltx < string UIName = "Focus Plane Horizontal Tilt"; string UIWidget = "Spinner"; > = {0.0}; float doftilty < string UIName = "Focus Plane Vertical Tilt"; string UIWidget = "Spinner"; > = {0.0}; /* cheap performance option */ float dofminblur < string UIName = "DOF Minimum Blur"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.0}; bool dofdebug < string UIName = "Debug Depth"; string UIWidget = "Checkbox"; > = {false}; bool dfcdebug < string UIName = "Debug Focus"; string UIWidget = "Checkbox"; > = {false}; /* use "edge vision" filter */ string str_view = "Edgevision"; bool edgevenable < string UIName = "Enable Edgevision"; string UIWidget = "Checkbox"; > = {false}; /* factors */ float edgevfadepow_n < string UIName = "Edgevision Fade Contrast Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float edgevfadepow_d < string UIName = "Edgevision Fade Contrast Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float edgevfadepow_i < string UIName = "Edgevision Fade Contrast Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float edgevfademult_n < string UIName = "Edgevision Fade Intensity Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; float edgevfademult_d < string UIName = "Edgevision Fade Intensity Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; float edgevfademult_i < string UIName = "Edgevision Fade Intensity Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; float edgevpow < string UIName = "Edgevision Contrast"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.25}; float edgevmult < string UIName = "Edgevision Intensity"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {4.0}; float edgevradius < string UIName = "Edgevision Radius"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; bool edgevinv < string UIName = "Invert Edgevision"; string UIWidget = "Checkbox"; > = {false}; bool edgevblend < string UIName = "Blend Edgevision"; string UIWidget = "Checkbox"; > = {false}; /* use luma edge detection filter */ string str_com = "Edge Detect"; bool comenable < string UIName = "Enable Edge Detect"; string UIWidget = "Checkbox"; > = {false}; float compow < string UIName = "Edge Detect Contrast"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float commult < string UIName = "Edge Detect Intensity"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float comradius < string UIName = "Edge Detect Radius"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; bool cominv < string UIName = "Invert Edge Detect"; string UIWidget = "Checkbox"; > = {false}; bool comblend < string UIName = "Blend Edge Detect"; string UIWidget = "Checkbox"; > = {false}; /* use edge threshold filter aka "linevision" */ string str_cont = "Linevision"; bool contenable < string UIName = "Enable Linevision"; string UIWidget = "Checkbox"; > = {false}; /* factors */ float contfadepow_n < string UIName = "Linevision Fade Contrast Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float contfadepow_d < string UIName = "Linevision Fade Contrast Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float contfadepow_i < string UIName = "Linevision Fade Contrast Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float contfademult_n < string UIName = "Linevision Fade Intensity Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; float contfademult_d < string UIName = "Linevision Fade Intensity Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; float contfademult_i < string UIName = "Linevision Fade Intensity Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; float contpow < string UIName = "Linevision Contrast"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float contmult < string UIName = "Linevision Intensity"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float contradius < string UIName = "Linevision Radius"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float contthreshold < string UIName = "Linevision Threshold"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.05}; bool continv < string UIName = "Invert Linevision"; string UIWidget = "Checkbox"; > = {false}; bool contblend < string UIName = "Blend Linevision"; string UIWidget = "Checkbox"; > = {false}; /* fog filter */ string str_fog = "Custom Fog Filter"; bool fogenable < string UIName = "Enable Custom Fog"; string UIWidget = "Checkbox"; > = {false}; float fogpow < string UIName = "Fog Contrast"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float fogmult < string UIName = "Fog Intensity"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float fogbump < string UIName = "Fog Shift"; string UIWidget = "Spinner"; > = {0.0}; float3 fogcolor < string UIName = "Fog Color"; string UIWidget = "Spinner"; > = {1.0,1.0,1.0}; bool foglimbo < string UIName = "Limbo Mode"; string UIWidget = "Checkbox"; > = {false}; /* ssao filter */ string str_ssao = "Ray Marching SSAO"; bool ssaoenable < string UIName = "Enable SSAO"; string UIWidget = "Checkbox"; > = {false}; float ssaoradius < string UIName = "SSAO Radius"; string UIWidget = "Spinner"; > = {1.0}; int ssaonoise < string UIName = "SSAO Noise"; string UIWidget = "Spinner"; int UIMin = 0; int UIMax = 1; > = {1}; float ssaofadepow_n < string UIName = "SSAO Fade Contrast Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.05}; float ssaofadepow_d < string UIName = "SSAO Fade Contrast Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.05}; float ssaofadepow_i < string UIName = "SSAO Fade Contrast Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.05}; float ssaofademult_n < string UIName = "SSAO Fade Intensity Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float ssaofademult_d < string UIName = "SSAO Fade Intensity Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float ssaofademult_i < string UIName = "SSAO Fade Intensity Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float ssaomult < string UIName = "SSAO Intensity"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.5}; float ssaopow < string UIName = "SSAO Contrast"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.5}; float ssaobump < string UIName = "SSAO Shift"; string UIWidget = "Spinner"; > = {0.0}; float ssaoblend < string UIName = "SSAO Blending"; string UIWidget = "Spinner"; > = {1.0}; bool ssaobenable < string UIName = "SSAO Blur"; string UIWidget = "Checkbox"; > = {true}; float ssaobfact < string UIName = "SSAO Bilateral Factor"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1000.0}; float ssaoclamp < string UIName = "SSAO Range"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float ssaoclampmin < string UIName = "SSAO Range Min"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float ssaobradius < string UIName = "SSAO Blur Radius"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; bool ssaodebug < string UIName = "Debug SSAO"; string UIWidget = "Checkbox"; > = {false}; /* luma sharpen because of reasons */ string str_sharp = "Luma Sharpen"; bool sharpenable < string UIName = "Sharpen Enable"; string UIWidget = "Checkbox"; > = {false}; float sharpradius < string UIName = "Sharpen Radius"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.8}; float sharpclamp < string UIName = "Sharpen Clamp"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.02}; float sharpblend < string UIName = "Sharpen Blending"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.2}; /* depth-based colour grading suite */ string str_grade = "Depth Color Grading Suite"; float dgradedfoc < string UIName = "Depth Grading Center Depth"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1000.0; > = {500.0}; float dgradedpow_n < string UIName = "Depth Grading Contrast Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradedpow_d < string UIName = "Depth Grading Contrast Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradedpow_i < string UIName = "Depth Grading Contrast Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradedmul_n < string UIName = "Depth Grading Intensity Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradedmul_d < string UIName = "Depth Grading Intensity Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradedmul_i < string UIName = "Depth Grading Intensity Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradedbump_n < string UIName = "Depth Grading Shift Night"; string UIWidget = "Spinner"; > = {0.0}; float dgradedbump_d < string UIName = "Depth Grading Shift Day"; string UIWidget = "Spinner"; > = {0.0}; float dgradedbump_i < string UIName = "Depth Grading Shift Interior"; string UIWidget = "Spinner"; > = {0.0}; float dgradedblend_n < string UIName = "Depth Grading Blend Night"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; float dgradedblend_d < string UIName = "Depth Grading Blend Day"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; float dgradedblend_i < string UIName = "Depth Grading Blend Interior"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; bool dgradeenable1 < string UIName = "Enable RGB Grading"; string UIWidget = "Checkbox"; > = {false}; /* color component multipliers */ float dgrademul_r_n < string UIName = "Grading Intensity Night Red"; string UIWidget = "Spinner"; > = {1.0}; float dgrademul_g_n < string UIName = "Grading Intensity Night Green"; string UIWidget = "Spinner"; > = {1.0}; float dgrademul_b_n < string UIName = "Grading Intensity Night Blue"; string UIWidget = "Spinner"; > = {1.0}; float dgrademul_r_d < string UIName = "Grading Intensity Day Red"; string UIWidget = "Spinner"; > = {1.0}; float dgrademul_g_d < string UIName = "Grading Intensity Day Green"; string UIWidget = "Spinner"; > = {1.0}; float dgrademul_b_d < string UIName = "Grading Intensity Day Blue"; string UIWidget = "Spinner"; > = {1.0}; float dgrademul_r_i < string UIName = "Grading Intensity Interior Red"; string UIWidget = "Spinner"; > = {1.0}; float dgrademul_g_i < string UIName = "Grading Intensity Interior Green"; string UIWidget = "Spinner"; > = {1.0}; float dgrademul_b_i < string UIName = "Grading Intensity Interior Blue"; string UIWidget = "Spinner"; > = {1.0}; /* color component contrasts */ float dgradepow_r_n < string UIName = "Grading Contrast Night Red"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradepow_g_n < string UIName = "Grading Contrast Night Green"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradepow_b_n < string UIName = "Grading Contrast Night Blue"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradepow_r_d < string UIName = "Grading Contrast Day Red"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradepow_g_d < string UIName = "Grading Contrast Day Green"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradepow_b_d < string UIName = "Grading Contrast Day Blue"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradepow_r_i < string UIName = "Grading Contrast Interior Red"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradepow_g_i < string UIName = "Grading Contrast Interior Green"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradepow_b_i < string UIName = "Grading Contrast Interior Blue"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; /* colorization factors */ bool dgradeenable2 < string UIName = "Enable Vibrance Grading"; string UIWidget = "Checkbox"; > = {false}; float dgradecol_r_n < string UIName = "Grading Color Night Red"; string UIWidget = "Spinner"; > = {1.0}; float dgradecol_g_n < string UIName = "Grading Color Night Green"; string UIWidget = "Spinner"; > = {1.0}; float dgradecol_b_n < string UIName = "Grading Color Night Blue"; string UIWidget = "Spinner"; > = {1.0}; float dgradecol_r_d < string UIName = "Grading Color Day Red"; string UIWidget = "Spinner"; > = {1.0}; float dgradecol_g_d < string UIName = "Grading Color Day Green"; string UIWidget = "Spinner"; > = {1.0}; float dgradecol_b_d < string UIName = "Grading Color Day Blue"; string UIWidget = "Spinner"; > = {1.0}; float dgradecol_r_i < string UIName = "Grading Color Interior Red"; string UIWidget = "Spinner"; > = {1.0}; float dgradecol_g_i < string UIName = "Grading Color Interior Green"; string UIWidget = "Spinner"; > = {1.0}; float dgradecol_b_i < string UIName = "Grading Color Interior Blue"; string UIWidget = "Spinner"; > = {1.0}; /* blend factor for colorization (negative values are quite fancy) */ float dgradecolfact_n < string UIName = "Grading Color Factor Night"; string UIWidget = "Spinner"; > = {0.0}; float dgradecolfact_d < string UIName = "Grading Color Factor Day"; string UIWidget = "Spinner"; > = {0.0}; float dgradecolfact_i < string UIName = "Grading Color Factor Interior"; string UIWidget = "Spinner"; > = {0.0}; /* HSV grading */ bool dgradeenable3 < string UIName = "Enable HSV Grading"; string UIWidget = "Checkbox"; > = {false}; /* saturation multiplier */ float dgradesatmul_n < string UIName = "Grading Saturation Intensity Night"; string UIWidget = "Spinner"; > = {1.0}; float dgradesatmul_d < string UIName = "Grading Saturation Intensity Day"; string UIWidget = "Spinner"; > = {1.0}; float dgradesatmul_i < string UIName = "Grading Saturation Intensity Interior"; string UIWidget = "Spinner"; > = {1.0}; /* saturation power */ float dgradesatpow_n < string UIName = "Grading Saturation Contrast Night"; string UIWidget = "Spinner"; > = {1.0}; float dgradesatpow_d < string UIName = "Grading Saturation Contrast Day"; string UIWidget = "Spinner"; > = {1.0}; float dgradesatpow_i < string UIName = "Grading Saturation Contrast Interior"; string UIWidget = "Spinner"; > = {1.0}; /* value multiplier */ float dgradevalmul_n < string UIName = "Grading Value Intensity Night"; string UIWidget = "Spinner"; > = {1.0}; float dgradevalmul_d < string UIName = "Grading Value Intensity Day"; string UIWidget = "Spinner"; > = {1.0}; float dgradevalmul_i < string UIName = "Grading Value Intensity Interior"; string UIWidget = "Spinner"; > = {1.0}; /* value power */ float dgradevalpow_n < string UIName = "Grading Value Contrast Night"; string UIWidget = "Spinner"; > = {1.0}; float dgradevalpow_d < string UIName = "Grading Value Contrast Day"; string UIWidget = "Spinner"; > = {1.0}; float dgradevalpow_i < string UIName = "Grading Value Contrast Interior"; string UIWidget = "Spinner"; > = {1.0}; bool dcolorizeafterhsv < string UIName = "Colorize After HSV"; string UIWidget = "Checkbox"; > = {true};