456 lines
9.7 KiB
HLSL
456 lines
9.7 KiB
HLSL
/*
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menbextrasettings.fx : MariENB extra user-tweakable variables.
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(C)2013-2017 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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/* BlockGFX filter, I'm proud of it */
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string str_block = "BlockGFX Suite";
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bool useblock
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<
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string UIName = "Enable Block GFX";
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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 = "Emulated Resolution Width";
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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 = "Emulated Resolution Height";
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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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/*
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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 : VGA (256 colors)
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4 : RGB565 (ol' 16-bit "true color")
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*/
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int paltype
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<
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string UIName = "Palette Type";
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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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> = {1};
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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 = "CGA Palette";
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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 = "EGA Palette";
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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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VGA palette to use:
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0 : Standard VGA
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1 : Amulets & Armor
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2 : Blood
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3 : Doom
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4 : Duke Nukem 3D
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5 : Hacx 2.0
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6 : Heretic
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7 : Hexen
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8 : Hexen 2
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9 : Quake
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10 : Quake 2
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11 : Rise of the Triad
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12 : Shadow Warrior
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13 : Strife
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14 : Wolfenstein 3D
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TODO Project .Blank palette (when the design is finished)
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*/
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int vgapal
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<
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string UIName = "VGA Palette";
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string UIWidget = "Spinner";
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int UIMin = 0;
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int UIMax = 14;
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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 : 8x8 ordered dithering
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*/
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int dither
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<
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string UIName = "Dithering Pattern";
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string UIWidget = "Spinner";
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int UIMin = -1;
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int UIMax = 2;
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> = {2};
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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 = "Contrast Modifier";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.35};
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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 = "Saturation Modifier";
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string UIWidget = "Spinner";
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> = {1.1};
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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 = "Dither Offset";
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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 = "Dither Range";
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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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/*
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Paint filters:
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-1 : Disabled
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0 : Oil painting filter, mixes Kuwahara with median for a smooth result
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1 : "Van Gogh" filter, ported from https://www.shadertoy.com/view/MdGSDG
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with some small changes
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2 : "Watercolor" filter, ported from https://www.shadertoy.com/view/ltyGRV
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also with some small changes
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*/
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string str_paint = "Painting Filters";
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bool oilenable
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<
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string UIName = "Enable Oil Filter";
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string UIWidget = "Checkbox";
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> = {false};
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/* legacy FXAA filter */
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string str_fxaa = "FXAA";
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bool fxaaenable
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<
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string UIName = "Enable FXAA";
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string UIWidget = "Checkbox";
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> = {false};
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float fxaaspanmax
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<
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string UIName = "FXAA Span Max";
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string UIWidget = "Checkbox";
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> = {4.0};
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float fxaareducemul
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<
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string UIName = "FXAA Reduce Mul";
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string UIWidget = "Checkbox";
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> = {16.0};
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float fxaareducemin
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<
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string UIName = "FXAA Reduce Min";
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string UIWidget = "Checkbox";
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> = {128.0};
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/* ASCII art filter */
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string str_ascii = "Luma ASCII Art Filter";
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bool asciienable
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<
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string UIName = "Enable ASCII";
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string UIWidget = "Checkbox";
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> = {false};
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bool asciimono
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<
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string UIName = "ASCII Monochrome";
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string UIWidget = "Checkbox";
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> = {true};
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float asciiblend
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<
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string UIName = "ASCII Blend";
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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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> = {0.0};
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/* Depth-cutting chroma key */
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string str_mask = "Depth Chroma Key";
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bool maskenable
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<
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string UIName = "Enable Chroma Key";
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string UIWidget = "Checkbox";
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> = {false};
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float maskr
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<
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string UIName = "Chroma Key Red";
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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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> = {0.0};
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float maskg
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<
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string UIName = "Chroma Key Green";
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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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> = {1.0};
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float maskb
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<
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string UIName = "Chroma Key Blue";
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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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> = {0.0};
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float maskd
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<
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string UIName = "Chroma Key Depth";
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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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> = {0.5};
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/* tilting */
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float masktiltxcenter
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<
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string UIName = "Chroma Key Depth Horizontal Tilt Center";
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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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> = {0.5};
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float masktiltycenter
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<
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string UIName = "Chroma Key Depth Vertical Tilt Center";
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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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> = {0.5};
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float masktiltx
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<
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string UIName = "Chroma Key Depth Horizontal Tilt";
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string UIWidget = "Spinner";
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> = {0.0};
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float masktilty
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<
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string UIName = "Chroma Key Depth Vertical Tilt";
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string UIWidget = "Spinner";
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> = {0.0};
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/* cheap dot matrix */
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string str_dot = "RGBI Dot Matrix";
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bool dotenable
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<
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string UIName = "Enable Dot Matrix";
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string UIWidget = "Checkbox";
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> = {false};
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int dotsize
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<
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string UIName = "Dot Size";
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string UIWidget = "Spinner";
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int UIMin = 1;
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> = {1};
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float dotblend
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<
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string UIName = "Dot Blend";
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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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> = {0.4};
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float dotmult
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<
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string UIName = "Dot Intensity";
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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 dotpow
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<
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string UIName = "Dot Contrast";
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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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/* lens curve with chromatic aberration */
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string str_curve = "Lens Curvature";
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bool curveenable
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<
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string UIName = "Enable Curvature";
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string UIWidget = "Checkbox";
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> = {false};
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float chromaab
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<
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string UIName = "Curve Chromatic Aberration";
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string UIWidget = "Spinner";
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> = {0.0};
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float lenszoom
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<
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string UIName = "Curve Zooming";
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string UIWidget = "Spinner";
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> = {50.0};
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float lensdist
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<
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string UIName = "Curve Distortion";
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string UIWidget = "Spinner";
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> = {0.0};
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/* BlurSharpShift, some people are obsessed with this nonsense */
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string str_bss = "BlurSharpShift";
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bool bssblurenable
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<
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string UIName = "Enable Blur";
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string UIWidget = "Checkbox";
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> = {false};
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float bssblurradius
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<
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string UIName = "Blur Sampling Range";
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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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bool bsssharpenable
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<
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string UIName = "Enable Sharp";
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string UIWidget = "Checkbox";
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> = {false};
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float bsssharpradius
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<
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string UIName = "Sharp Sampling Range";
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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 bsssharpamount
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<
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string UIName = "Sharpening Amount";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {6.0};
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bool bssshiftenable
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<
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string UIName = "Enable Shift";
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string UIWidget = "Checkbox";
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> = {false};
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float bssshiftradius
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<
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string UIName = "Shift Sampling Range";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.75};
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/* very cinematic black bars */
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string str_box = "Black Bars";
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bool boxenable
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<
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string UIName = "Enable Black Bars";
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string UIWidget = "Checkbox";
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> = {false};
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float boxh
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<
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string UIName = "Box Horizontal Ratio";
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string UIWidget = "Spinner";
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float UIMin = 1.0;
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> = {2.39};
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float boxv
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<
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string UIName = "Box Vertical Ratio";
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string UIWidget = "Spinner";
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float UIMin = 1.0;
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> = {1.0};
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/* vignette */
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string str_vignette = "Vignette with border blur";
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bool vigenable
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<
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string UIName = "Enable Vignette";
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string UIWidget = "Checkbox";
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> = {false};
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bool bblurenable
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<
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string UIName = "Enable Border Blur";
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string UIWidget = "Checkbox";
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> = {false};
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/* 0 = circle, 1 = box, 2 = texture */
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int vigshape
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<
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string UIName = "Vignette Shape";
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string UIWidget = "Spinner";
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int UIMin = 0;
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int UIMax = 2;
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> = {0};
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/* 0 = overwrite, 1 = add, 2 = multiply */
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int vigmode
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<
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string UIName = "Vignette Blending Mode";
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string UIWidget = "Spinner";
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int UIMin = 0;
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int UIMax = 2;
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> = {0};
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float vigpow
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<
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string UIName = "Vignette Contrast";
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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 vigmul
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<
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string UIName = "Vignette Intensity";
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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 vigbump
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<
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string UIName = "Vignette Shift";
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string UIWidget = "Spinner";
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> = {0.0};
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float vigcolor_r
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<
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string UIName = "Vignette Color Red";
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string UIWidget = "Spinner";
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> = {0.0};
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float vigcolor_g
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<
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string UIName = "Vignette Color Green";
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string UIWidget = "Spinner";
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> = {0.0};
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float vigcolor_b
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<
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string UIName = "Vignette Color Blue";
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string UIWidget = "Spinner";
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> = {0.0};
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float bblurpow
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<
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string UIName = "Border Blur Contrast";
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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 bblurmul
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<
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string UIName = "Border Blur Intensity";
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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 bblurbump
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<
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string UIName = "Border Blur Shift";
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string UIWidget = "Spinner";
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> = {0.0};
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float bblurradius
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<
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string UIName = "Border Blur Radius";
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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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