/* menbextrasettings.fx : MariENB extra user-tweakable variables. (C)2013-2015 Marisa Kirisame, UnSX Team. Part of MariENB, the personal ENB of Marisa. Released under the GNU GPLv3 (or later). */ /* Border darkening */ bool dkenable < string UIName = "UseDark"; string UIWidget = "Checkbox"; > = {false}; /* radius of darkening (relative to screen width) */ float dkradius_n < string UIName = "DarkRadiusNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.25}; float dkradius_d < string UIName = "DarkRadiusDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.25}; float dkradius_in < string UIName = "DarkRadiusInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.25}; float dkradius_id < string UIName = "DarkRadiusInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.25}; /* falloff of darkening */ float dkcurve_n < string UIName = "DarkCurveNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dkcurve_d < string UIName = "DarkCurveDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dkcurve_in < string UIName = "DarkCurveInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float dkcurve_id < string UIName = "DarkCurveInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; /* bump of darkening */ float dkbump_n < string UIName = "DarkBumpNight"; string UIWidget = "Spinner"; > = {-1.0}; float dkbump_d < string UIName = "DarkBumpDay"; string UIWidget = "Spinner"; > = {-1.0}; float dkbump_in < string UIName = "DarkBumpInteriorNight"; string UIWidget = "Spinner"; > = {-1.0}; float dkbump_id < string UIName = "DarkBumpInteriorDay"; string UIWidget = "Spinner"; > = {-1.0}; /* Letterbox */ bool boxenable < string UIName = "UseBox"; string UIWidget = "Checkbox"; > = {false}; /* vertical factor */ float boxv < string UIName = "BoxVertical"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.80}; /* film grain */ bool ne < string UIName = "UseGrain"; string UIWidget = "Checkbox"; > = {false}; /* speed of grain */ float nf < string UIName = "GrainFrequency"; string UIWidget = "Spinner"; > = {2500.0}; /* intensity of grain */ float ni < string UIName = "GrainIntensity"; string UIWidget = "Spinner"; > = {0.05}; /* saturation of grain */ float ns < string UIName = "GrainSaturation"; string UIWidget = "Spinner"; > = {0.0}; /* use two-pass grain (double the texture fetches, but looks less uniform) */ bool np < string UIName = "GrainTwoPass"; string UIWidget = "Checkbox"; > = {true}; /* blending mode for grain: 0 -> normal 1 -> add 2 -> overlay 3 -> "dark mask", a personal invention */ int nb < string UIName = "GrainBlend"; string UIWidget = "Spinner"; int UIMin = 0; int UIMax = 3; > = {1}; /* dark mask blend mode contrast for mask image */ float bnp < string UIName = "GrainDarkMaskPower"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; /* two-pass distortion factor (0 = look just like one-pass grain) */ float nk < string UIName = "GrainTwoPassFactor"; string UIWidget = "Spinner"; > = {0.04}; /* zoom factors for each component of each noise texture */ float nm1 < string UIName = "GrainMagnification1"; string UIWidget = "Spinner"; > = {13.25}; float nm2 < string UIName = "GrainMagnification2"; string UIWidget = "Spinner"; > = {19.64}; float nm3 < string UIName = "GrainMagnification3"; string UIWidget = "Spinner"; > = {17.35}; float nm11 < string UIName = "GrainPass1Magnification1"; string UIWidget = "Spinner"; > = {2.05}; float nm12 < string UIName = "GrainPass1Magnification2"; string UIWidget = "Spinner"; > = {3.11}; float nm13 < string UIName = "GrainPass1Magnification3"; string UIWidget = "Spinner"; > = {2.22}; float nm21 < string UIName = "GrainPass2Magnification1"; string UIWidget = "Spinner"; > = {4.25}; float nm22 < string UIName = "GrainPass2Magnification2"; string UIWidget = "Spinner"; > = {0.42}; float nm23 < string UIName = "GrainPass2Magnification3"; string UIWidget = "Spinner"; > = {6.29}; /* contrast of grain */ float nj < string UIName = "GrainPower"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.5}; /* use curvature + chromatic aberration filter */ bool usecurve < string UIName = "UseCurve"; string UIWidget = "Checkbox"; > = {false}; /* this is a stupid filter and you should feel bad for using it */ float chromaab < string UIName = "CurveChromaAberration"; string UIWidget = "Spinner"; > = {0.05}; /* BlockGFX filter, I'm proud of it */ bool useblock < string UIName = "UseBlockGFX"; string UIWidget = "Checkbox"; > = {false}; /* emulated resolution: 0 or 1 : real resolution <1 and >0 : multiple of real resolution (e.g.: 0.5 is half resolution) >1 : this resolution (e.g.: 320x200 is good ol' Mode 13h) */ float bresx < string UIName = "EmulatedResX"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.5}; float bresy < string UIName = "EmulatedResY"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.5}; /* zooming factors (<=0 for stretch) */ float sresx < string UIName = "ZoomedResX"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float sresy < string UIName = "ZoomedResY"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; /* palette type: -1 : disable 0 : CGA (320x200 4-color, or 640x200 monochrome) 1 : EGA (320x200, 16 colors) 2 : RGB2 (64-color quarter VGA palette, used in AOS) 3 : RGB323 (8-bit RGB, I don't think this was a real thing) 4 : RGB4 (4bpc, I also don't think this was ever used in real hardware) 5 : RGB565 (ol' 16-bit "true color") 6 : RGB6 (typical screens incapable of 8bpc) */ int paltype < string UIName = "PaletteType"; string UIWidget = "Spinner"; int UIMin = -1; int UIMax = 6; > = {2}; /* CGA palette to use: 0 : black, white. 1 : black, cyan, magenta, white. low contrast 2 : black, cyan, magenta, white. high contrast 3 : black, green, red, brown. low contrast 4 : black, green, red, brown. high contrast 5 : black, cyan, red, white. low contrast 6 : black, cyan, red, white. high contrast */ int cgapal < string UIName = "CGAPalette"; string UIWidget = "Spinner"; int UIMin = 0; int UIMax = 6; > = {1}; /* EGA palette to use: 0 : Standard EGA 1 : AOS EGA (it's designed for text, but looks well on images too) */ int egapal < string UIName = "EGAPalette"; string UIWidget = "Spinner"; int UIMin = 0; int UIMax = 1; > = {0}; /* Dithering mode: -1 : No dithering, just raw banding 0 : 2x2 checkerboard dithering, looks like ass 1 : 2x2 ordered dithering 2 : 3x3 ordered dithering 3 : 4x4 ordered dithering 4 : 8x8 ordered dithering */ int dither < string UIName = "DitherMode"; string UIWidget = "Spinner"; int UIMin = -1; int UIMax = 4; > = {4}; /* gamma modifier for base color, lower values raise midtones and viceversa */ float bgamma < string UIName = "GammaMod"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.65}; /* base brightness bump for the dither grid */ float bdbump < string UIName = "DitherBump"; string UIWidget = "Spinner"; > = {-0.1}; /* range multiplier for the dither grid */ float bdmult < string UIName = "DitherMultiplier"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.3}; /* saturation modifier for base color, helps with limited palettes */ float bsaturation < string UIName = "SaturationMod"; string UIWidget = "Spinner"; > = {1.0};