/* menbextrasettings.fx : MariENB extra 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). */ /* BlockGFX filter, I'm proud of it */ string str_block = "BlockGFX Suite"; bool useblock < string UIName = "Enable Block GFX"; 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 = "Emulated Resolution Width"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.5}; float bresy < string UIName = "Emulated Resolution Height"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.5}; /* 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 : VGA (256 colors) 4 : RGB565 (ol' 16-bit "true color") */ int paltype < string UIName = "Palette Type"; string UIWidget = "Spinner"; int UIMin = -1; int UIMax = 4; > = {1}; /* 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 = "CGA Palette"; 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 = "EGA Palette"; string UIWidget = "Spinner"; int UIMin = 0; int UIMax = 1; > = {0}; /* VGA palette to use: 0 : Standard VGA 1 : Amulets & Armor 2 : Blood 3 : Doom 4 : Duke Nukem 3D 5 : Hacx 2.0 6 : Heretic 7 : Hexen 8 : Hexen 2 9 : Quake 10 : Quake 2 11 : Rise of the Triad 12 : Shadow Warrior 13 : Strife 14 : Wolfenstein 3D TODO Project .Blank palette (when the design is finished) */ int vgapal < string UIName = "VGA Palette"; string UIWidget = "Spinner"; int UIMin = 0; int UIMax = 14; > = {0}; /* Dithering mode: -1 : No dithering, just raw banding 0 : 2x2 checkerboard dithering, looks like ass 1 : 2x2 ordered dithering 2 : 8x8 ordered dithering */ int dither < string UIName = "Dithering Pattern"; string UIWidget = "Spinner"; int UIMin = -1; int UIMax = 2; > = {2}; /* gamma modifier for base color, lower values raise midtones and viceversa */ float bgamma < string UIName = "Contrast Modifier"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.35}; /* saturation modifier for base color, helps with limited palettes */ float bsaturation < string UIName = "Saturation Modifier"; string UIWidget = "Spinner"; > = {1.1}; /* base brightness bump for the dither grid */ float bdbump < string UIName = "Dither Offset"; string UIWidget = "Spinner"; > = {-0.1}; /* range multiplier for the dither grid */ float bdmult < string UIName = "Dither Range"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.25}; /* Depth-cutting chroma key */ string str_mask = "Depth Chroma Key"; bool maskenable < string UIName = "Enable Chroma Key"; string UIWidget = "Checkbox"; > = {false}; float maskr < string UIName = "Chroma Key Red"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.0}; float maskg < string UIName = "Chroma Key Green"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; float maskb < string UIName = "Chroma Key Blue"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.0}; float maskd < string UIName = "Chroma Key Depth"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.5}; /* tilting */ float masktiltxcenter < string UIName = "Chroma Key Depth Horizontal Tilt Center"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.5}; float masktiltycenter < string UIName = "Chroma Key Depth Vertical Tilt Center"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.5}; float masktiltx < string UIName = "Chroma Key Depth Horizontal Tilt"; string UIWidget = "Spinner"; > = {0.0}; float masktilty < string UIName = "Chroma Key Depth Vertical Tilt"; string UIWidget = "Spinner"; > = {0.0}; /* BlurSharpShift, some people are obsessed with this nonsense */ string str_bss = "BlurSharpShift"; bool bssblurenable < string UIName = "Enable Blur"; string UIWidget = "Checkbox"; > = {false}; float bssblurradius < string UIName = "Blur Sampling Range"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.25}; bool bsssharpenable < string UIName = "Enable Sharp"; string UIWidget = "Checkbox"; > = {false}; float bsssharpradius < string UIName = "Sharp Sampling Range"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float bsssharpamount < string UIName = "Sharpening Amount"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {6.0}; bool bssshiftenable < string UIName = "Enable Shift"; string UIWidget = "Checkbox"; > = {false}; float bssshiftradius < string UIName = "Shift Sampling Range"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.75}; /* very cinematic black bars */ string str_box = "Black Bars"; bool boxenable < string UIName = "Enable Black Bars"; string UIWidget = "Checkbox"; > = {false}; float boxh < string UIName = "Box Horizontal Ratio"; string UIWidget = "Spinner"; float UIMin = 1.0; > = {2.39}; float boxv < string UIName = "Box Vertical Ratio"; string UIWidget = "Spinner"; float UIMin = 1.0; > = {1.0}; /* vignette */ string str_vignette = "Vignette with border blur"; bool vigenable < string UIName = "Enable Vignette"; string UIWidget = "Checkbox"; > = {false}; bool bblurenable < string UIName = "Enable Border Blur"; string UIWidget = "Checkbox"; > = {false}; /* 0 = circle, 1 = box, 2 = texture */ int vigshape < string UIName = "Vignette Shape"; string UIWidget = "Spinner"; int UIMin = 0; int UIMax = 2; > = {0}; /* 0 = overwrite, 1 = add, 2 = multiply */ int vigmode < string UIName = "Vignette Blending Mode"; string UIWidget = "Spinner"; int UIMin = 0; int UIMax = 2; > = {0}; float vigpow < string UIName = "Vignette Contrast"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float vigmul < string UIName = "Vignette Intensity"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float vigbump < string UIName = "Vignette Shift"; string UIWidget = "Spinner"; > = {0.0}; float vigcolor_r < string UIName = "Vignette Color Red"; string UIWidget = "Spinner"; > = {0.0}; float vigcolor_g < string UIName = "Vignette Color Green"; string UIWidget = "Spinner"; > = {0.0}; float vigcolor_b < string UIName = "Vignette Color Blue"; string UIWidget = "Spinner"; > = {0.0}; float bblurpow < string UIName = "Border Blur Contrast"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float bblurmul < string UIName = "Border Blur Intensity"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float bblurbump < string UIName = "Border Blur Shift"; string UIWidget = "Spinner"; > = {0.0}; float bblurradius < string UIName = "Border Blur Radius"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0};