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