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_grain"
	Shader "shaders/glsl/mfx_grain.fp" 330
	Uniform float Timer
	Uniform float nf
	Uniform float ni
	Uniform float ns
	Uniform vec3 nm1
	Uniform float nk
	Uniform vec3 nm2
	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_tonemap_reinhard"
	Shader "shaders/glsl/mfx_tonemap_reinhard.fp" 330
	Uniform float texposure
	Uniform float tblend
}
HardwareShader postprocess scene
{
	Name "mfx_tonemap_uc2"
	Shader "shaders/glsl/mfx_tonemap_uc2.fp" 330
	Uniform float texposure
	Uniform float tblend
	Uniform float unA
	Uniform float unB
	Uniform float unC
	Uniform float unD
	Uniform float unE
	Uniform float unF
	Uniform float unW
}
HardwareShader postprocess scene
{
	Name "mfx_tonemap_hejldawson"
	Shader "shaders/glsl/mfx_tonemap_hejldawson.fp" 330
	Uniform float texposure
	Uniform float tblend
}

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_technicolor"
	Shader "shaders/glsl/mfx_technicolor.fp" 330
	Uniform float techblend
}

HardwareShader postprocess scene
{
	Name "mfx_lutgrading"
	Shader "shaders/glsl/mfx_lutgrading.fp" 330
	Texture LUTTexture "textures/mfxlut.png"
	Uniform int lutindex
	Uniform float lutblend
}

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_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_paint_pass1"
	Shader "shaders/glsl/mfx_paint_pass1.fp" 330
}
HardwareShader postprocess scene
{
	Name "mfx_paint_pass2"
	Shader "shaders/glsl/mfx_paint_pass2.fp" 330
}
HardwareShader postprocess scene
{
	Name "mfx_paint_pass3"
	Shader "shaders/glsl/mfx_paint_pass3.fp" 330
}

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_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_retrofx"
	Shader "shaders/glsl/mfx_retrofx.fp" 330
	Uniform vec2 bresl
}

HardwareShader postprocess scene
{
	Name "mfx_palette"
	Shader "shaders/glsl/mfx_palette.fp" 330
	Texture DitherTexture "textures/mfxdither.png"
	Texture PalLUTTexture "textures/mfxpal.png"
	Uniform vec2 sfact
	Uniform float palsat
	Uniform float palpow
	Uniform int paldepth
	Uniform int dsize
	Uniform int doffset
	Uniform int palnum
}
HardwareShader postprocess scene
{
	Name "mfx_palette_naive"
	Shader "shaders/glsl/mfx_palette_naive.fp" 330
	Texture DitherTexture "textures/mfxdither.png"
	Texture PalLUTTexture "textures/mfxpal.png"
	Uniform vec2 sfact
	Uniform float palsat
	Uniform float palpow
	Uniform float paldither
	Uniform int dsize
	Uniform int doffset
	Uniform int palnum
}
