HardwareShader postprocess scene
{
	Name "mfx_lumasharp"
	Shader "shaders/glsl/mfx_lumasharp.fp" 330
	Uniform float sharpradius
	Uniform float sharpclamp
	Uniform float sharpblend
}

HardwareShader postprocess scene
{
	Name "mfx_grading"
	Shader "shaders/glsl/mfx_grading.fp" 330
	Uniform vec3 grademul
	Uniform vec3 gradepow
	Uniform vec3 gradecol
	Uniform float gradecolfact
	Uniform float gradesatmul
	Uniform float gradesatpow
	Uniform float gradevalmul
	Uniform float gradevalpow
}

HardwareShader postprocess scene
{
	Name "mfx_colormatrix"
	Shader "shaders/glsl/mfx_colormatrix.fp" 330
	Uniform vec3 redrow
	Uniform vec3 greenrow
	Uniform vec3 bluerow
}

HardwareShader postprocess scene
{
	Name "mfx_huesaturation"
	Shader "shaders/glsl/mfx_huesaturation.fp" 330
	Uniform float hsover
	Uniform float hshue_a
	Uniform float hssat_a
	Uniform float hsval_a
	Uniform float hshue_r
	Uniform float hssat_r
	Uniform float hsval_r
	Uniform float hshue_y
	Uniform float hssat_y
	Uniform float hsval_y
	Uniform float hshue_g
	Uniform float hssat_g
	Uniform float hsval_g
	Uniform float hshue_c
	Uniform float hssat_c
	Uniform float hsval_c
	Uniform float hshue_b
	Uniform float hssat_b
	Uniform float hsval_b
	Uniform float hshue_m
	Uniform float hssat_m
	Uniform float hsval_m
}

HardwareShader postprocess scene
{
	Name "mfx_bss_blur"
	Shader "shaders/glsl/mfx_bss_blur.fp" 330
	Uniform float bssblurradius
}
HardwareShader postprocess scene
{
	Name "mfx_bss_sharp"
	Shader "shaders/glsl/mfx_bss_sharp.fp" 330
	Uniform float bsssharpradius
	Uniform float bsssharpamount
}
HardwareShader postprocess scene
{
	Name "mfx_bss_shift"
	Shader "shaders/glsl/mfx_bss_shift.fp" 330
	Uniform float bssshiftradius
}

HardwareShader postprocess scene
{
	Name "mfx_borderblur"
	Shader "shaders/glsl/mfx_borderblur.fp" 330
	Uniform float vigpow
	Uniform float vigmul
	Uniform float vigbump
	Uniform int vigshape
	Uniform float bblurpow
	Uniform float bblurmul
	Uniform float bblurbump
	Uniform float bblurradius
	Texture VignetteTexture "textures/mfxvig.png"
}

HardwareShader postprocess scene
{
	Name "mfx_grain"
	Shader "shaders/glsl/mfx_grain.fp" 330
	Uniform float Timer
	Uniform float ni
	Uniform float ns
	Uniform float np
	Uniform float bnp
	Uniform int nb
	Texture NoiseTexture "textures/mfxnoise.png"
}

HardwareShader postprocess scene
{
	Name "mfx_dirt"
	Shader "shaders/glsl/mfx_dirt.fp" 330
	Uniform float dirtcfactor
	Uniform float dirtmc
	Texture NoiseTexture "textures/mfxdirt.png"
}

HardwareShader postprocess scene
{
	Name "mfx_vignette"
	Shader "shaders/glsl/mfx_vignette.fp" 330
	Uniform vec3 vigcolor
	Uniform float vigpow
	Uniform float vigmul
	Uniform float vigbump
	Uniform int vigshape
	Uniform int vigmode
	Texture VignetteTexture "textures/mfxvig.png"
}

HardwareShader postprocess scene
{
	Name "mfx_palette"
	Shader "shaders/glsl/mfx_palette.fp" 330
	Texture PalLUTTexture "textures/mfxpal.png"
	Uniform float paldither
	Uniform int palnum
}
