/* 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 waterenable < string UIName = "Enable Underwater"; string UIWidget = "Checkbox"; > = {false}; float uwm1 < string UIName = "Underwater Frequency 1"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.4}; float uwm2 < string UIName = "Underwater Frequency 2"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.6}; float uwm3 < string UIName = "Underwater Frequency 3"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.4}; float uwf1 < string UIName = "Underwater Speed 1"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {10.0}; float uwf2 < string UIName = "Underwater Speed 2"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {8.0}; float uwf3 < string UIName = "Underwater Speed 3"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {16.0}; float uws1 < string UIName = "Underwater Amplitude 1"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.3}; float uws2 < string UIName = "Underwater Amplitude 2"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.5}; float uws3 < string UIName = "Underwater Amplitude 3"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.8}; float uwz < string UIName = "Underwater Zoom"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.5}; bool wateralways < string UIName = "Always Underwater"; string UIWidget = "Checkbox"; > = {false}; 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_in < string UIName = "Heat Factor Interior Night"; string UIWidget = "Spinner"; > = {1.0}; float heatfactor_id < string UIName = "Heat Factor Interior Day"; string UIWidget = "Spinner"; > = {1.0}; bool heatalways < string UIName = "Heat Always Enable"; string UIWidget = "Checkbox"; > = {false}; 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_in < string UIName = "Frost Factor Interior Night"; string UIWidget = "Spinner"; > = {1.0}; float frostfactor_id < string UIName = "Frost Factor Interior Day"; string UIWidget = "Spinner"; > = {1.0}; bool frostalways < string UIName = "Frost Always Enable"; string UIWidget = "Checkbox"; > = {false}; 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_in < string UIName = "Focus Triangle Radius Interior Night"; string UIWidget = "Spinner"; > = {20.0}; float focusradius_id < string UIName = "Focus Triangle Radius Interior Day"; 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_in < string UIName = "Focus Triangle Blending Interior Night"; string UIWidget = "Spinner"; > = {0.5}; float focusmix_id < string UIName = "Focus Triangle Blending Interior Day"; 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_in < string UIName = "Focus Maximum Depth Interior Night"; string UIWidget = "Spinner"; > = {1000.0}; float focusmax_id < string UIName = "Focus Maximum Depth Interior Day"; 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_in < string UIName = "DOF Intensity Interior Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; float dofmult_id < string UIName = "DOF Intensity Interior Day"; 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_in < string UIName = "DOF Contrast Interior Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {4.0}; float dofpow_id < string UIName = "DOF Contrast Interior Day"; 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_in < string UIName = "DOF Shift Interior Night"; string UIWidget = "Spinner"; > = {0.0}; float dofbump_id < string UIName = "DOF Shift Interior Day"; 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_in < string UIName = "DOF Fixed Focus Intensity Interior Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocusmult_id < string UIName = "DOF Fixed Focus Intensity Interior Day"; 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_in < string UIName = "DOF Fixed Focus Contrast Interior Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocuspow_id < string UIName = "DOF Fixed Focus Contrast Interior Day"; 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_in < string UIName = "DOF Fixed Focus Shift Interior Night"; string UIWidget = "Spinner"; > = {0.0}; float doffixedfocusbump_id < string UIName = "DOF Fixed Focus Shift Interior Day"; 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_in < string UIName = "DOF Fixed Focus Blend Interior Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffixedfocusblend_id < string UIName = "DOF Fixed Focus Blend Interior Day"; 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_in < string UIName = "DOF Fixed Unfocus Intensity Interior Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float doffixedunfocusmult_id < string UIName = "DOF Fixed Unfocus Intensity Interior Day"; 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_in < string UIName = "DOF Fixed Unfocus Contrast Interior Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1000.0}; float doffixedunfocuspow_id < string UIName = "DOF Fixed Unfocus Contrast Interior Day"; 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_in < string UIName = "DOF Fixed Unfocus Shift Interior Night"; string UIWidget = "Spinner"; > = {0.0}; float doffixedunfocusbump_id < string UIName = "DOF Fixed Unfocus Shift Interior Day"; 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_in < string UIName = "DOF Fixed Unfocus Blend Interior Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffixedunfocusblend_id < string UIName = "DOF Fixed Unfocus Blend Interior Day"; 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}; #ifndef FALLOUT /* fixed dof for foggy weathers */ bool doffogenable < string UIName = "Enable DOF Fog"; string UIWidget = "Checkbox"; > = {true}; float doffogmult_n < string UIName = "DOF Fog Intensity Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float doffogmult_d < string UIName = "DOF Fog Intensity Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float doffogmult_in < string UIName = "DOF Fog Intensity Interior Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float doffogmult_id < string UIName = "DOF Fog Intensity Interior Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float doffogpow_n < string UIName = "DOF Fog Contrast Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1000.0}; float doffogpow_d < string UIName = "DOF Fog Contrast Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1000.0}; float doffogpow_in < string UIName = "DOF Fog Contrast Interior Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1000.0}; float doffogpow_id < string UIName = "DOF Fog Contrast Interior Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1000.0}; float doffogbump_n < string UIName = "DOF Fog Shift Night"; string UIWidget = "Spinner"; > = {0.0}; float doffogbump_d < string UIName = "DOF Fog Shift Day"; string UIWidget = "Spinner"; > = {0.0}; float doffogbump_in < string UIName = "DOF Fog Shift Interior Night"; string UIWidget = "Spinner"; > = {0.0}; float doffogbump_id < string UIName = "DOF Fog Shift Interior Day"; string UIWidget = "Spinner"; > = {0.0}; float doffogblend_n < string UIName = "DOF Fog Blend Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffogblend_d < string UIName = "DOF Fog Blend Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffogblend_in < string UIName = "DOF Fog Blend Interior Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffogblend_id < string UIName = "DOF Fog Blend Interior Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffogdepth < string UIName = "DOF Fog Depth"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.0}; #endif /* 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}; #ifndef FALLOUT bool dofrelfov < string UIName = "DOF Relative to FOV"; string UIWidget = "Checkbox"; > = {true}; float fovdefault < string UIName = "Default FOV"; string UIWidget = "Spinner"; float UIMin = 1.0; float UIMax = 180.0; > = {75.0}; float relfovfactor_n < string UIName = "DOF Relative Factor Night"; string UIWidget = "Spinner"; > = {2.0}; float relfovfactor_d < string UIName = "DOF Relative Factor Day"; string UIWidget = "Spinner"; > = {2.0}; float relfovfactor_in < string UIName = "DOF Relative Factor Interior Night"; string UIWidget = "Spinner"; > = {2.0}; float relfovfactor_id < string UIName = "DOF Relative Factor Interior Day"; string UIWidget = "Spinner"; > = {2.0}; #endif /* 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_in < string UIName = "Edgevision Fade Contrast Interior Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float edgevfadepow_id < string UIName = "Edgevision Fade Contrast Interior Day"; 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_in < string UIName = "Edgevision Fade Intensity Interior Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; float edgevfademult_id < string UIName = "Edgevision Fade Intensity Interior Day"; 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}; /* 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_in < string UIName = "SSAO Fade Contrast Interior Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.05}; float ssaofadepow_id < string UIName = "SSAO Fade Contrast Interior Day"; 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_in < string UIName = "SSAO Fade Intensity Interior Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float ssaofademult_id < string UIName = "SSAO Fade Intensity Interior Day"; 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 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_in < string UIName = "Depth Grading Contrast Interior Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradedpow_id < string UIName = "Depth Grading Contrast Interior Day"; 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_in < string UIName = "Depth Grading Intensity Interior Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradedmul_id < string UIName = "Depth Grading Intensity Interior Day"; 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_in < string UIName = "Depth Grading Shift Interior Night"; string UIWidget = "Spinner"; > = {0.0}; float dgradedbump_id < string UIName = "Depth Grading Shift Interior Day"; 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_in < string UIName = "Depth Grading Blend Interior Night"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; float dgradedblend_id < string UIName = "Depth Grading Blend Interior Day"; 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_in < string UIName = "Grading Intensity Interior Night Red"; string UIWidget = "Spinner"; > = {1.0}; float dgrademul_g_in < string UIName = "Grading Intensity Interior Night Green"; string UIWidget = "Spinner"; > = {1.0}; float dgrademul_b_in < string UIName = "Grading Intensity Interior Night Blue"; string UIWidget = "Spinner"; > = {1.0}; float dgrademul_r_id < string UIName = "Grading Intensity Interior Day Red"; string UIWidget = "Spinner"; > = {1.0}; float dgrademul_g_id < string UIName = "Grading Intensity Interior Day Green"; string UIWidget = "Spinner"; > = {1.0}; float dgrademul_b_id < string UIName = "Grading Intensity Interior Day 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_in < string UIName = "Grading Contrast Interior Night Red"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradepow_g_in < string UIName = "Grading Contrast Interior Night Green"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradepow_b_in < string UIName = "Grading Contrast Interior Night Blue"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradepow_r_id < string UIName = "Grading Contrast Interior Day Red"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradepow_g_id < string UIName = "Grading Contrast Interior Day Green"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dgradepow_b_id < string UIName = "Grading Contrast Interior Day 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_in < string UIName = "Grading Color Interior Night Red"; string UIWidget = "Spinner"; > = {1.0}; float dgradecol_g_in < string UIName = "Grading Color Interior Night Green"; string UIWidget = "Spinner"; > = {1.0}; float dgradecol_b_in < string UIName = "Grading Color Interior Night Blue"; string UIWidget = "Spinner"; > = {1.0}; float dgradecol_r_id < string UIName = "Grading Color Interior Day Red"; string UIWidget = "Spinner"; > = {1.0}; float dgradecol_g_id < string UIName = "Grading Color Interior Day Green"; string UIWidget = "Spinner"; > = {1.0}; float dgradecol_b_id < string UIName = "Grading Color Interior Day 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_in < string UIName = "Grading Color Factor Interior Night"; string UIWidget = "Spinner"; > = {0.0}; float dgradecolfact_id < string UIName = "Grading Color Factor Interior Day"; 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_in < string UIName = "Grading Saturation Intensity Interior Night"; string UIWidget = "Spinner"; > = {1.0}; float dgradesatmul_id < string UIName = "Grading Saturation Intensity Interior Day"; 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_in < string UIName = "Grading Saturation Contrast Interior Night"; string UIWidget = "Spinner"; > = {1.0}; float dgradesatpow_id < string UIName = "Grading Saturation Contrast Interior Day"; 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_in < string UIName = "Grading Value Intensity Interior Night"; string UIWidget = "Spinner"; > = {1.0}; float dgradevalmul_id < string UIName = "Grading Value Intensity Interior Day"; 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_in < string UIName = "Grading Value Contrast Interior Night"; string UIWidget = "Spinner"; > = {1.0}; float dgradevalpow_id < string UIName = "Grading Value Contrast Interior Day"; string UIWidget = "Spinner"; > = {1.0}; bool dcolorizeafterhsv < string UIName = "Colorize After HSV"; string UIWidget = "Checkbox"; > = {true};