/* menbprepasssettings.fx : MariENB prepass 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). */ 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}; 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 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 heattodpow < string UIName = "Heat Time-of-day Contrast"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.2}; bool heatalways < string UIName = "Heat Always Enable"; string UIWidget = "Checkbox"; > = {false}; string str_focus = "Focusing Parameters"; /* circle (triangle, actually) average focus */ bool focuscircle < string UIName = "Enable Focus Triangle"; string UIWidget = "Checkbox"; > = {true}; bool focusdisplay < string UIName = "Display Focus Points"; string UIWidget = "Checkbox"; > = {false}; bool focusmanual < string UIName = "Enable Manual Focus"; string UIWidget = "Checkbox"; > = {false}; float focusmanualvalue < string UIName = "Manual Focus Depth"; string UIWidget = "Checkbox"; float UIMin = 0.0; float UIMax = 1.0; > = {0.5}; /* center point of focus */ float focuscenter_x < string UIName = "Focus Point Center X"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.5}; float focuscenter_y < string UIName = "Focus Point Center Y"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.5}; 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 (falloff, kinda) */ 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 (to emulate tilt shift I guess, I brought it back) */ 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}; /* 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}; /* 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}; /* use bilateral filtering for sharper dof blurring */ bool dofbilateral < string UIName = "DOF Bilateral Blur"; string UIWidget = "Checkbox"; > = {true}; float dofbfact < string UIName = "DOF Bilateral Factor"; string UIWidget = "Spinner"; > = {20.0}; float dofbradius < string UIName = "DOF Blur Radius"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; 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}; bool dofdebug < string UIName = "Debug Depth"; string UIWidget = "Checkbox"; > = {false}; bool dfcdebug < string UIName = "Debug Focus"; string UIWidget = "Checkbox"; > = {false}; /* enable edge detect filters */ string str_edge = "Depth Edge Detection"; bool edgeenable < string UIName = "Enable Depth Edge Detect"; string UIWidget = "Checkbox"; > = {false}; /* factors */ float edgefadepow_n < string UIName = "Edge Fade Contrast Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float edgefadepow_d < string UIName = "Edge Fade Contrast Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float edgefadepow_in < string UIName = "Edge Fade Contrast Interior Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float edgefadepow_id < string UIName = "Edge Fade Contrast Interior Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float edgefademult_n < string UIName = "Edge Fade Intensity Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; float edgefademult_d < string UIName = "Edge Fade Intensity Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; float edgefademult_in < string UIName = "Edge Fade Intensity Interior Night"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; float edgefademult_id < string UIName = "Edge Fade Intensity Interior Day"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; float edgepow < string UIName = "Edge Contrast"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.5}; float edgemult < string UIName = "Edge Intensity"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float edgeradius < string UIName = "Edge Radius"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.01}; float edgethreshold < string UIName = "Edge Threshold"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.01}; bool edgedebug < string UIName = "Debug Edge"; string UIWidget = "Checkbox"; > = {false}; /* use luma edge detection filter */ string str_cel = "Luma Edge Detection"; bool celenable < string UIName = "Enable Luma Edge Detect"; string UIWidget = "Checkbox"; > = {false}; float celradius < string UIName = "Cel Radius"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float celmult < string UIName = "Cel Intensity"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {4.0}; float celpow < string UIName = "Cel Contrast"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.5}; bool celdebug < string UIName = "Debug Cel"; 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"; > = {10000.0}; float ssaoclamp < string UIName = "SSAO Range"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; 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}; bool ssaoquarter < string UIName = "SSAO Use Less Samples"; 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};