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COPYING.txt
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COPYING.txt
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GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
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|
||||
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|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
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||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
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|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
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|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
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|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<http://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
|
||||
BIN
Logo.png
Normal file
BIN
Logo.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 2.7 MiB |
BIN
Logo_Small.png
Normal file
BIN
Logo_Small.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 795 KiB |
12
README.md
Normal file
12
README.md
Normal file
|
|
@ -0,0 +1,12 @@
|
|||

|
||||
|
||||
Various fancy shaders for GZDoom.
|
||||
|
||||
Included:
|
||||
- Film Grain.
|
||||
- Screen Dirt.
|
||||
- Color Grading suite.
|
||||
- BlurSharpShift.
|
||||
- Vignette.
|
||||
- Color Matrix.
|
||||
- Hue-Saturation.
|
||||
79
cvarinfo.txt
Normal file
79
cvarinfo.txt
Normal file
|
|
@ -0,0 +1,79 @@
|
|||
user bool mfx_ne = true;
|
||||
user float mfx_ni = 0.05;
|
||||
|
||||
user bool mfx_dirtenable = false;
|
||||
user float mfx_dirtcfactor = 0.1;
|
||||
user float mfx_dirtmc = 3.0;
|
||||
|
||||
user bool mfx_gradeenable = true;
|
||||
user float mfx_grademul_r = 1.0;
|
||||
user float mfx_grademul_g = 1.0;
|
||||
user float mfx_grademul_b = 1.0;
|
||||
user float mfx_gradepow_r = 1.0;
|
||||
user float mfx_gradepow_g = 1.0;
|
||||
user float mfx_gradepow_b = 1.0;
|
||||
user float mfx_gradecol_r = 1.0;
|
||||
user float mfx_gradecol_g = 1.0;
|
||||
user float mfx_gradecol_b = 1.0;
|
||||
user float mfx_gradecolfact = 0.0;
|
||||
user float mfx_gradesatmul = 1.0;
|
||||
user float mfx_gradesatpow = 1.0;
|
||||
user float mfx_gradevalmul = 1.0;
|
||||
user float mfx_gradevalpow = 1.0;
|
||||
|
||||
user bool mfx_cmatenable = false;
|
||||
user float mfx_cmat_rr = 1.0;
|
||||
user float mfx_cmat_rg = 0.0;
|
||||
user float mfx_cmat_rb = 0.0;
|
||||
user float mfx_cmat_gr = 0.0;
|
||||
user float mfx_cmat_gg = 1.0;
|
||||
user float mfx_cmat_gb = 0.0;
|
||||
user float mfx_cmat_br = 0.0;
|
||||
user float mfx_cmat_bg = 0.0;
|
||||
user float mfx_cmat_bb = 1.0;
|
||||
|
||||
user bool mfx_hsenable = false;
|
||||
user float mfx_hsover = 0.0;
|
||||
user float mfx_hshue_a = 0.0;
|
||||
user float mfx_hssat_a = 0.0;
|
||||
user float mfx_hsval_a = 0.0;
|
||||
user float mfx_hshue_r = 0.0;
|
||||
user float mfx_hssat_r = 0.0;
|
||||
user float mfx_hsval_r = 0.0;
|
||||
user float mfx_hshue_y = 0.0;
|
||||
user float mfx_hssat_y = 0.0;
|
||||
user float mfx_hsval_y = 0.0;
|
||||
user float mfx_hshue_g = 0.0;
|
||||
user float mfx_hssat_g = 0.0;
|
||||
user float mfx_hsval_g = 0.0;
|
||||
user float mfx_hshue_c = 0.0;
|
||||
user float mfx_hssat_c = 0.0;
|
||||
user float mfx_hsval_c = 0.0;
|
||||
user float mfx_hshue_b = 0.0;
|
||||
user float mfx_hssat_b = 0.0;
|
||||
user float mfx_hsval_b = 0.0;
|
||||
user float mfx_hshue_m = 0.0;
|
||||
user float mfx_hssat_m = 0.0;
|
||||
user float mfx_hsval_m = 0.0;
|
||||
|
||||
user bool mfx_bssblurenable = false;
|
||||
user float mfx_bssblurradius = 0.25;
|
||||
user bool mfx_bsssharpenable = false;
|
||||
user float mfx_bsssharpradius = 1.0;
|
||||
user float mfx_bsssharpamount = 3.0;
|
||||
user bool mfx_bssshiftenable = false;
|
||||
user float mfx_bssshiftradius = 0.75;
|
||||
|
||||
user bool mfx_bblurenable = false;
|
||||
user float mfx_bblurpow = 1.0;
|
||||
user float mfx_bblurmul = 1.0;
|
||||
user float mfx_bblurbump = 0.0;
|
||||
user float mfx_bblurradius = 1.0;
|
||||
|
||||
user bool mfx_vigenable = false;
|
||||
user float mfx_vigcolor_r = -1.0;
|
||||
user float mfx_vigcolor_g = -1.0;
|
||||
user float mfx_vigcolor_b = -1.0;
|
||||
user float mfx_vigpow = 1.0;
|
||||
user float mfx_vigmul = 1.0;
|
||||
user float mfx_vigbump = 0.0;
|
||||
108
gldefs.txt
Normal file
108
gldefs.txt
Normal file
|
|
@ -0,0 +1,108 @@
|
|||
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_borderblur"
|
||||
Shader "shaders/glsl/mfx_borderblur.fp" 330
|
||||
Uniform float bblurpow
|
||||
Uniform float bblurmul
|
||||
Uniform float bblurbump
|
||||
Uniform float bblurradius
|
||||
}
|
||||
|
||||
HardwareShader postprocess scene
|
||||
{
|
||||
Name "mfx_grain"
|
||||
Shader "shaders/glsl/mfx_grain.fp" 330
|
||||
Uniform float Timer
|
||||
Uniform float ni
|
||||
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/mfxnoise.png"
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
117
menudef.txt
Normal file
117
menudef.txt
Normal file
|
|
@ -0,0 +1,117 @@
|
|||
AddOptionMenu "OptionsMenu"
|
||||
{
|
||||
StaticText " "
|
||||
SubMenu "MariFX Options", "MFXOptionsMenu"
|
||||
}
|
||||
|
||||
OptionMenu "MFXOptionsMenu"
|
||||
{
|
||||
Title "MariFX Options"
|
||||
StaticText " "
|
||||
StaticText "Film Grain", "Gold"
|
||||
StaticText " "
|
||||
Option "Enable", "mfx_ne", "YesNo"
|
||||
Slider "Grain Intensity", "mfx_ni", 0, 1, 0.01, 2
|
||||
Command "Reset to Default", "event resetmfxvars 0"
|
||||
StaticText " "
|
||||
StaticText "Screen Dirt", "Gold"
|
||||
StaticText " "
|
||||
Option "Enable", "mfx_dirtenable", "YesNo"
|
||||
Slider "Dirt Scale", "mfx_dirtmc", 1, 8, 1, 0
|
||||
Slider "Dirt Intensity", "mfx_dirtcfactor", 0, 1, 0.01, 2
|
||||
Command "Reset to Default", "event resetmfxvars 1"
|
||||
StaticText " "
|
||||
StaticText "Color Grading", "Gold"
|
||||
StaticText " "
|
||||
Option "Enable", "mfx_gradeenable", "YesNo"
|
||||
Slider "Red Intensity", "mfx_grademul_r", 0, 2, 0.01, 2
|
||||
Slider "Green Intensity", "mfx_grademul_g", 0, 2, 0.01, 2
|
||||
Slider "Blue Intensity", "mfx_grademul_b", 0, 2, 0.01, 2
|
||||
Slider "Red Gamma", "mfx_gradepow_r", 0, 2, 0.01, 2
|
||||
Slider "Green Gamma", "mfx_gradepow_g", 0, 2, 0.01, 2
|
||||
Slider "Blue Gamma", "mfx_gradepow_b", 0, 2, 0.01, 2
|
||||
Slider "Red Tint", "mfx_gradecol_r", -1, 1, 0.01, 2
|
||||
Slider "Green Tint", "mfx_gradecol_g", -1, 1, 0.01, 2
|
||||
Slider "Blue Tint", "mfx_gradecol_b", -1, 1, 0.01, 2
|
||||
Slider "Tint Factor", "mfx_gradecolfact", -1, 1, 0.01, 2
|
||||
Slider "Saturation Intensity", "mfx_gradesatmul", 0, 2, 0.01, 2
|
||||
Slider "Saturation Gamma", "mfx_gradesatpow", 0, 2, 0.01, 2
|
||||
Slider "Value Intensity", "mfx_gradevalmul", 0, 2, 0.01, 2
|
||||
Slider "Value Gamma", "mfx_gradevalpow", 0, 2, 0.01, 2
|
||||
Command "Reset to Default", "event resetmfxvars 2"
|
||||
StaticText " "
|
||||
StaticText "Color Matrix", "Gold"
|
||||
StaticText " "
|
||||
Option "Enable", "mfx_cmatenable", "YesNo"
|
||||
Slider "Red->Red", "mfx_cmat_rr", -2, 2, 0.01, 2
|
||||
Slider "Red->Green", "mfx_cmat_rg", -2, 2, 0.01, 2
|
||||
Slider "Red->Blue", "mfx_cmat_rb", -2, 2, 0.01, 2
|
||||
Slider "Green->Red", "mfx_cmat_gr", -2, 2, 0.01, 2
|
||||
Slider "Green->Green", "mfx_cmat_gg", -2, 2, 0.01, 2
|
||||
Slider "Green->Blue", "mfx_cmat_gb", -2, 2, 0.01, 2
|
||||
Slider "Blue->Red", "mfx_cmat_br", -2, 2, 0.01, 2
|
||||
Slider "Blue->Green", "mfx_cmat_bg", -2, 2, 0.01, 2
|
||||
Slider "Blue->Blue", "mfx_cmat_bb", -2, 2, 0.01, 2
|
||||
Command "Reset to Default", "event resetmfxvars 3"
|
||||
StaticText " "
|
||||
StaticText "Hue-Saturation", "Gold"
|
||||
StaticText " "
|
||||
Option "Enable", "mfx_hsenable", "YesNo"
|
||||
Slider "Overlap", "mfx_hsover", 0, 0.5, 0.01, 2
|
||||
Slider "Master Hue", "mfx_hshue_a", -1, 1, 0.01, 2
|
||||
Slider "Master Saturation", "mfx_hssat_a", -1, 1, 0.01, 2
|
||||
Slider "Master Value", "mfx_hsval_a", -1, 1, 0.01, 2
|
||||
Slider "Red Hue", "mfx_hshue_r", -1, 1, 0.01, 2
|
||||
Slider "Red Saturation", "mfx_hssat_r", -1, 1, 0.01, 2
|
||||
Slider "Red Value", "mfx_hsval_r", -1, 1, 0.01, 2
|
||||
Slider "Yellow Hue", "mfx_hshue_y", -1, 1, 0.01, 2
|
||||
Slider "Yellow Saturation", "mfx_hssat_y", -1, 1, 0.01, 2
|
||||
Slider "Yellow Value", "mfx_hsval_y", -1, 1, 0.01, 2
|
||||
Slider "Green Hue", "mfx_hshue_g", -1, 1, 0.01, 2
|
||||
Slider "Green Saturation", "mfx_hssat_g", -1, 1, 0.01, 2
|
||||
Slider "Green Value", "mfx_hsval_g", -1, 1, 0.01, 2
|
||||
Slider "Cyan Hue", "mfx_hshue_c", -1, 1, 0.01, 2
|
||||
Slider "Cyan Saturation", "mfx_hssat_c", -1, 1, 0.01, 2
|
||||
Slider "Cyan Value", "mfx_hsval_c", -1, 1, 0.01, 2
|
||||
Slider "Blue Hue", "mfx_hshue_b", -1, 1, 0.01, 2
|
||||
Slider "Blue Saturation", "mfx_hssat_b", -1, 1, 0.01, 2
|
||||
Slider "Blue Value", "mfx_hsval_b", -1, 1, 0.01, 2
|
||||
Slider "Magenta Hue", "mfx_hshue_m", -1, 1, 0.01, 2
|
||||
Slider "Magenta Saturation", "mfx_hssat_m", -1, 1, 0.01, 2
|
||||
Slider "Magenta Value", "mfx_hsval_m", -1, 1, 0.01, 2
|
||||
Command "Reset to Default", "event resetmfxvars 4"
|
||||
StaticText " "
|
||||
StaticText "BlurSharpShift", "Gold"
|
||||
StaticText " "
|
||||
StaticText "(Some pretentious schmucks", "Brown"
|
||||
StaticText "claim this \"enhances\" the visuals)", "Brown"
|
||||
StaticText " "
|
||||
Option "Blur Enable", "mfx_bssblurenable", "YesNo"
|
||||
Slider "Blur Radius", "mfx_bssblurradius", 0, 1, 0.05, 2
|
||||
Option "Sharp Enable", "mfx_bsssharpenable", "YesNo"
|
||||
Slider "Sharp Radius", "mfx_bsssharpradius", 0, 1, 0.05, 2
|
||||
Slider "Sharp Amount", "mfx_bsssharpamount", 0, 8, 0.1, 1
|
||||
Option "Shift Enable", "mfx_bssshiftenable", "YesNo"
|
||||
Slider "Shift Radius", "mfx_bssshiftradius", 0, 1, 0.05, 2
|
||||
Command "Reset to Default", "event resetmfxvars 5"
|
||||
StaticText " "
|
||||
StaticText "Border Blur", "Gold"
|
||||
StaticText " "
|
||||
Option "Enable", "mfx_bblurenable", "YesNo"
|
||||
Slider "Blur Gamma", "mfx_bblurpow", 0, 4, 0.01, 2
|
||||
Slider "Blur Intensity", "mfx_bblurmul", 0, 2, 0.01, 2
|
||||
Slider "Blur Offset", "mfx_bblurbump", -1, 1, 0.01, 2
|
||||
Slider "Blur Radius", "mfx_bblurradius", 0, 4, 0.01, 2
|
||||
Command "Reset to Default", "event resetmfxvars 6"
|
||||
StaticText " "
|
||||
StaticText "Vignette", "Gold"
|
||||
StaticText " "
|
||||
Option "Enable", "mfx_vigenable", "YesNo"
|
||||
Slider "Vignette Red", "mfx_vigcolor_r", -1, 1, 0.01, 2
|
||||
Slider "Vignette Green", "mfx_vigcolor_g", -1, 1, 0.01, 2
|
||||
Slider "Vignette Blue", "mfx_vigcolor_b", -1, 1, 0.01, 2
|
||||
Slider "Vignette Gamma", "mfx_vigpow", 0, 4, 0.01, 2
|
||||
Slider "Vignette Intensity", "mfx_vigmul", 0, 2, 0.01, 2
|
||||
Slider "Vignette Offset", "mfx_vigbump", -1, 1, 0.01, 2
|
||||
Command "Reset to Default", "event resetmfxvars 7"
|
||||
}
|
||||
15
shaders/glsl/mfx_borderblur.fp
Normal file
15
shaders/glsl/mfx_borderblur.fp
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
void main()
|
||||
{
|
||||
float gauss4[4] = { 0.270682, 0.216745, 0.111281, 0.036633 };
|
||||
vec2 coord = TexCoord;
|
||||
vec4 res = texture(InputTexture,coord);
|
||||
vec2 bresl = textureSize(InputTexture,0);
|
||||
vec2 uv = ((coord-0.5)*vec2(1.0,bresl.y/bresl.x))*2.0;
|
||||
float bfact = clamp(pow(dot(uv,uv),bblurpow)*bblurmul+bblurbump,0.0,1.0);
|
||||
vec2 bof = (1.0/bresl)*bblurradius*bfact;
|
||||
res.rgb *= 0;
|
||||
int i,j;
|
||||
for ( i=-3; i<4; i++ ) for ( j=-3; j<4; j++ )
|
||||
res.rgb += gauss4[abs(i)]*gauss4[abs(j)]*texture(InputTexture,coord+vec2(i,j)*bof).rgb;
|
||||
FragColor = res;
|
||||
}
|
||||
24
shaders/glsl/mfx_bss_blur.fp
Normal file
24
shaders/glsl/mfx_bss_blur.fp
Normal file
|
|
@ -0,0 +1,24 @@
|
|||
void main()
|
||||
{
|
||||
vec2 coord = TexCoord;
|
||||
vec4 res = texture(InputTexture,coord);
|
||||
vec2 ofs[16] =
|
||||
{
|
||||
vec2(1.0,1.0), vec2(-1.0,-1.0),
|
||||
vec2(-1.0,1.0), vec2(1.0,-1.0),
|
||||
|
||||
vec2(1.0,0.0), vec2(-1.0,0.0),
|
||||
vec2(0.0,1.0), vec2(0.0,-1.0),
|
||||
|
||||
vec2(1.41,0.0), vec2(-1.41,0.0),
|
||||
vec2(0.0,1.41), vec2(0.0,-1.41),
|
||||
|
||||
vec2(1.41,1.41), vec2(-1.41,-1.41),
|
||||
vec2(-1.41,1.41), vec2(1.41,-1.41)
|
||||
};
|
||||
vec2 bresl = textureSize(InputTexture,0);
|
||||
vec2 bof = (1.0/bresl)*bssblurradius;
|
||||
for ( int i=0; i<16; i++ ) res.rgb += texture(InputTexture,coord+ofs[i]*bof).rgb;
|
||||
res.rgb /= 17.0;
|
||||
FragColor = res;
|
||||
}
|
||||
24
shaders/glsl/mfx_bss_sharp.fp
Normal file
24
shaders/glsl/mfx_bss_sharp.fp
Normal file
|
|
@ -0,0 +1,24 @@
|
|||
void main()
|
||||
{
|
||||
vec2 coord = TexCoord;
|
||||
vec4 res = texture(InputTexture,coord);
|
||||
vec2 ofs[8] =
|
||||
{
|
||||
vec2(1.0,1.0), vec2(-1.0,-1.0),
|
||||
vec2(-1.0,1.0), vec2(1.0,-1.0),
|
||||
|
||||
vec2(1.41,1.41), vec2(-1.41,-1.41),
|
||||
vec2(-1.41,1.41), vec2(1.41,-1.41)
|
||||
};
|
||||
vec2 bresl = textureSize(InputTexture,0);
|
||||
vec2 bof = (1.0/bresl)*bsssharpradius;
|
||||
vec4 tcol = res;
|
||||
int i;
|
||||
for ( i=0; i<8; i++ ) tcol += texture(InputTexture,coord+ofs[i]*bof);
|
||||
tcol /= 9.0;
|
||||
vec4 orig = res;
|
||||
res = orig*(1.0+dot(orig.rgb-tcol.rgb,vec3(0.333333))*bsssharpamount);
|
||||
float rg = clamp(pow(orig.b,3.0),0.0,1.0);
|
||||
res = mix(res,orig,rg);
|
||||
FragColor = res;
|
||||
}
|
||||
11
shaders/glsl/mfx_bss_shift.fp
Normal file
11
shaders/glsl/mfx_bss_shift.fp
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
void main()
|
||||
{
|
||||
vec2 coord = TexCoord;
|
||||
vec4 res = texture(InputTexture,coord);
|
||||
vec2 bresl = textureSize(InputTexture,0);
|
||||
vec2 bof = (1.0/bresl)*bssshiftradius;
|
||||
res.g = texture(InputTexture,coord).g;
|
||||
res.r = texture(InputTexture,coord+vec2(0,-bof.y)).r;
|
||||
res.b = texture(InputTexture,coord+vec2(0,bof.y)).b;
|
||||
FragColor = res;
|
||||
}
|
||||
10
shaders/glsl/mfx_colormatrix.fp
Normal file
10
shaders/glsl/mfx_colormatrix.fp
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
void main()
|
||||
{
|
||||
vec2 coord = TexCoord;
|
||||
vec4 res = texture(InputTexture,coord);
|
||||
mat3 cmat = mat3(redrow,greenrow,bluerow);
|
||||
float cmatscale = (redrow.r+redrow.g+redrow.b+greenrow.r+greenrow.g+greenrow.b+bluerow.r+bluerow.g+bluerow.b)/3.0;
|
||||
res.rgb *= cmat;
|
||||
res.rgb /= cmatscale;
|
||||
FragColor = res;
|
||||
}
|
||||
16
shaders/glsl/mfx_dirt.fp
Normal file
16
shaders/glsl/mfx_dirt.fp
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
vec3 lensdirt( in vec3 res, in vec2 coord )
|
||||
{
|
||||
vec2 nr = textureSize(InputTexture,0)/textureSize(NoiseTexture,0);
|
||||
vec3 ncolc = texture(NoiseTexture,coord*dirtmc*nr).rgb;
|
||||
vec2 ds = vec2(res.r+res.g,res.g+res.b)/2.0;
|
||||
res = mix(res,(ncolc.r+1.0)*res,dirtcfactor*clamp(1.0-(ds.x+ds.y)*0.25,0.0,1.0));
|
||||
return res;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 coord = TexCoord;
|
||||
vec4 res = texture(InputTexture,coord);
|
||||
res.rgb = lensdirt(res.rgb,coord);
|
||||
FragColor = res;
|
||||
}
|
||||
32
shaders/glsl/mfx_grading.fp
Normal file
32
shaders/glsl/mfx_grading.fp
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
/* math color grading from MariFX */
|
||||
#define luminance(x) dot(x,vec3(0.2126,0.7152,0.0722))
|
||||
|
||||
vec3 rgb2hsv( vec3 c )
|
||||
{
|
||||
vec4 K = vec4(0.0,-1.0/3.0,2.0/3.0,-1.0);
|
||||
vec4 p = (c.g<c.b)?vec4(c.bg,K.wz):vec4(c.gb,K.xy);
|
||||
vec4 q = (c.r<p.x)?vec4(p.xyw,c.r):vec4(c.r,p.yzx);
|
||||
float d = q.x-min(q.w,q.y);
|
||||
float e = 1.0e-10;
|
||||
return vec3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
|
||||
}
|
||||
vec3 hsv2rgb( vec3 c )
|
||||
{
|
||||
vec4 K = vec4(1.0,2.0/3.0,1.0/3.0,3.0);
|
||||
vec3 p = abs(fract(c.xxx+K.xyz)*6.0-K.www);
|
||||
return c.z*mix(K.xxx,clamp(p-K.xxx,0.0,1.0),c.y);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 res = texture(InputTexture,TexCoord);
|
||||
res.rgb = pow(max(res.rgb,0.0),gradepow)*grademul;
|
||||
float tonev = luminance(res.rgb);
|
||||
vec3 tonecolor = gradecol*tonev;
|
||||
res.rgb = res.rgb*(1.0-gradecolfact)+tonecolor*gradecolfact;
|
||||
vec3 hsv = rgb2hsv(res.rgb);
|
||||
hsv.y = clamp(pow(max(hsv.y,0.0),gradesatpow)*gradesatmul,0.0,1.0);
|
||||
hsv.z = pow(max(hsv.z,0.0),gradevalpow)*gradevalmul;
|
||||
res.rgb = hsv2rgb(hsv);
|
||||
FragColor = res;
|
||||
}
|
||||
51
shaders/glsl/mfx_grain.fp
Normal file
51
shaders/glsl/mfx_grain.fp
Normal file
|
|
@ -0,0 +1,51 @@
|
|||
/*
|
||||
Complex grain shader ported over from MariENB
|
||||
(C)2012-2018 Marisa Kirisame
|
||||
*/
|
||||
const float nf = 0.000005;
|
||||
const vec3 nm1 = vec3(2.05,3.11,2.22);
|
||||
const float nk = 0.04;
|
||||
const vec3 nm2 = vec3(4.25,9.42,6.29);
|
||||
const float ns = -0.08;
|
||||
const float np = 3.95;
|
||||
const float bnp = 1.7;
|
||||
|
||||
#define darkmask(a,b) (a>0.5)?(2.0*a*(0.5+b)):(1.0-2.0*(1.0-a)*(1.0-((0.5+b))))
|
||||
|
||||
vec3 grain( in vec3 res, in vec2 coord )
|
||||
{
|
||||
float ts = Timer*nf;
|
||||
vec2 s1 = coord+vec2(0.0,ts);
|
||||
vec2 s2 = coord+vec2(ts,0.0);
|
||||
vec2 s3 = coord+vec2(ts,ts);
|
||||
float n1, n2, n3;
|
||||
vec2 nr = textureSize(NoiseTexture,0);
|
||||
n1 = texture(NoiseTexture,s1*nm1.x*nr).r;
|
||||
n2 = texture(NoiseTexture,s2*nm1.y*nr).g;
|
||||
n3 = texture(NoiseTexture,s3*nm1.z*nr).b;
|
||||
s1 = coord+vec2(ts+n1*nk,n2*nk);
|
||||
s2 = coord+vec2(n2,ts+n3*nk);
|
||||
s3 = coord+vec2(ts+n3*nk,ts+n1*nk);
|
||||
n1 = texture(NoiseTexture,s1*nm2.x*nr).r;
|
||||
n2 = texture(NoiseTexture,s2*nm2.y*nr).g;
|
||||
n3 = texture(NoiseTexture,s3*nm2.z*nr).b;
|
||||
float n4 = (n1+n2+n3)/3.0;
|
||||
vec3 ng = vec3(n4);
|
||||
vec3 nc = vec3(n1,n2,n3);
|
||||
vec3 nt = pow(clamp(mix(ng,nc,ns),0.0,1.0),vec3(np));
|
||||
float bn = 1.0-clamp((res.r+res.g+res.b)/3.0,0.0,1.0);
|
||||
bn = pow(bn,bnp);
|
||||
vec3 nn = clamp(nt*bn,vec3(0.0),vec3(1.0));
|
||||
res.r = darkmask(res.r,(nn.r*ni));
|
||||
res.g = darkmask(res.g,(nn.g*ni));
|
||||
res.b = darkmask(res.b,(nn.b*ni));
|
||||
return res;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 coord = TexCoord;
|
||||
vec4 res = texture(InputTexture,coord);
|
||||
res.rgb = grain(res.rgb,coord);
|
||||
FragColor = res;
|
||||
}
|
||||
90
shaders/glsl/mfx_huesaturation.fp
Normal file
90
shaders/glsl/mfx_huesaturation.fp
Normal file
|
|
@ -0,0 +1,90 @@
|
|||
vec3 rgb2hsv( vec3 c )
|
||||
{
|
||||
vec4 K = vec4(0.0,-1.0/3.0,2.0/3.0,-1.0);
|
||||
vec4 p = (c.g<c.b)?vec4(c.bg,K.wz):vec4(c.gb,K.xy);
|
||||
vec4 q = (c.r<p.x)?vec4(p.xyw,c.r):vec4(c.r,p.yzx);
|
||||
float d = q.x-min(q.w,q.y);
|
||||
float e = 1.0e-10;
|
||||
return vec3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
|
||||
}
|
||||
vec3 hsv2rgb( vec3 c )
|
||||
{
|
||||
vec4 K = vec4(1.0,2.0/3.0,1.0/3.0,3.0);
|
||||
vec3 p = abs(fract(c.xxx+K.xyz)*6.0-K.www);
|
||||
return c.z*mix(K.xxx,clamp(p-K.xxx,0.0,1.0),c.y);
|
||||
}
|
||||
|
||||
float hs_hue_overlap( float hue_p, float hue_s, float res )
|
||||
{
|
||||
float v = hue_p+hue_s;
|
||||
res += (hshue_a+v)/2.0;
|
||||
return mod(res,1.0);
|
||||
}
|
||||
float hs_hue( float hue, float res )
|
||||
{
|
||||
res += (hshue_a+hue)/2.0;
|
||||
return mod(res,1.0);
|
||||
}
|
||||
float hs_sat( float sat, float res )
|
||||
{
|
||||
float v = hssat_a+sat;
|
||||
res *= v+1.0;
|
||||
return clamp(res,0.0,1.0);
|
||||
}
|
||||
float hs_val( float val, float res )
|
||||
{
|
||||
float v = (hsval_a+val)/2.0;
|
||||
if ( v < 0.0 ) return res*(v+1.0);
|
||||
return res+(v*(1.0-res));
|
||||
}
|
||||
void main()
|
||||
{
|
||||
vec2 coord = TexCoord;
|
||||
vec4 res = texture(InputTexture,coord);
|
||||
vec3 hsv = rgb2hsv(res.rgb);
|
||||
float ch = hsv.x*6.0;
|
||||
int ph = 0, sh = 0;
|
||||
float pv = 0.0, sv = 0.0;
|
||||
bool usesh = false;
|
||||
float hues[6] = {hshue_r,hshue_y,hshue_g,hshue_c,hshue_b,hshue_m};
|
||||
float sats[6] = {hssat_r,hssat_y,hssat_g,hssat_c,hssat_b,hssat_m};
|
||||
float vals[6] = {hsval_r,hsval_y,hsval_g,hsval_c,hsval_b,hsval_m};
|
||||
float v;
|
||||
for ( float h=0.0; h<7.0; h+=1.0 )
|
||||
{
|
||||
float ht = h+0.5;
|
||||
if ( ch < ht+hsover )
|
||||
{
|
||||
ph = int(floor(h));
|
||||
if ( (hsover > 0.0) && (ch > ht-hsover) )
|
||||
{
|
||||
usesh = true;
|
||||
sh = ph+1;
|
||||
sv = (ch-ht+hsover)/(2.0*hsover);
|
||||
pv = 1.0-sv;
|
||||
}
|
||||
else usesh = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if ( ph >= 6 )
|
||||
{
|
||||
ph = 0;
|
||||
usesh = false;
|
||||
}
|
||||
if ( sh >= 6 ) sh = 0;
|
||||
if ( usesh )
|
||||
{
|
||||
hsv.x = hs_hue_overlap(hues[ph]*pv,hues[sh]*sv,hsv.x);
|
||||
hsv.y = hs_sat(sats[ph],hsv.y)*pv+hs_sat(sats[sh],hsv.y)*sv;
|
||||
hsv.z = hs_val(vals[ph],hsv.z)*pv+hs_val(vals[sh],hsv.z)*sv;
|
||||
}
|
||||
else
|
||||
{
|
||||
hsv.x = hs_hue(hues[ph],hsv.x);
|
||||
hsv.y = hs_sat(sats[ph],hsv.y);
|
||||
hsv.z = hs_val(vals[ph],hsv.z);
|
||||
}
|
||||
res.rgb = hsv2rgb(hsv);
|
||||
FragColor = res;
|
||||
}
|
||||
11
shaders/glsl/mfx_vignette.fp
Normal file
11
shaders/glsl/mfx_vignette.fp
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
void main()
|
||||
{
|
||||
vec2 coord = TexCoord;
|
||||
vec4 res = texture(InputTexture,coord);
|
||||
vec2 bresl = textureSize(InputTexture,0);
|
||||
vec2 uv = ((coord-0.5)*vec2(1.0,bresl.y/bresl.x))*2.0;
|
||||
vec4 vigdata = vec4(vigcolor,clamp(pow(dot(uv,uv),vigpow)*vigmul+vigbump,0.0,1.0));
|
||||
vec3 outcol = clamp(res.rgb+vigdata.rgb,0.0,1.0);
|
||||
res.rgb = mix(res.rgb,outcol,vigdata.a);
|
||||
FragColor = res;
|
||||
}
|
||||
BIN
textures/mfxnoise.png
Normal file
BIN
textures/mfxnoise.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 108 KiB |
4
zmapinfo.txt
Normal file
4
zmapinfo.txt
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
GameInfo
|
||||
{
|
||||
AddEventHandlers = "MariFXHandler"
|
||||
}
|
||||
340
zscript.txt
Normal file
340
zscript.txt
Normal file
|
|
@ -0,0 +1,340 @@
|
|||
version "3.3"
|
||||
|
||||
Class MariFXHandler : StaticEventHandler
|
||||
{
|
||||
// noise
|
||||
transient ui CVar mfx_ne, mfx_ni,
|
||||
// dirt
|
||||
mfx_dirtenable, mfx_dirtcfactor, mfx_dirtmc,
|
||||
// grading
|
||||
mfx_gradeenable, mfx_grademul_r, mfx_grademul_g,
|
||||
mfx_grademul_b, mfx_gradepow_r, mfx_gradepow_g, mfx_gradepow_b,
|
||||
mfx_gradecol_r, mfx_gradecol_g, mfx_gradecol_b,
|
||||
mfx_gradecolfact, mfx_gradesatmul, mfx_gradesatpow,
|
||||
mfx_gradevalmul, mfx_gradevalpow,
|
||||
// blursharpshift
|
||||
mfx_bssblurenable, mfx_bssblurradius, mfx_bsssharpenable,
|
||||
mfx_bsssharpradius, mfx_bsssharpamount, mfx_bssshiftenable,
|
||||
mfx_bssshiftradius,
|
||||
// vignette
|
||||
mfx_vigenable, mfx_bblurenable, mfx_vigpow, mfx_vigmul,
|
||||
mfx_vigbump, mfx_vigcolor_r, mfx_vigcolor_g, mfx_vigcolor_b,
|
||||
mfx_bblurpow, mfx_bblurmul, mfx_bblurbump, mfx_bblurradius,
|
||||
// color matrix
|
||||
mfx_cmatenable, mfx_cmat_rr, mfx_cmat_rg, mfx_cmat_rb,
|
||||
mfx_cmat_gr, mfx_cmat_gg, mfx_cmat_gb, mfx_cmat_br,
|
||||
mfx_cmat_bg, mfx_cmat_bb, mfx_cmatnormalize,
|
||||
// hue-saturation
|
||||
mfx_hsenable, mfx_hsover, mfx_hshue_a, mfx_hssat_a,
|
||||
mfx_hsval_a, mfx_hshue_r, mfx_hssat_r, mfx_hsval_r,
|
||||
mfx_hshue_y, mfx_hssat_y, mfx_hsval_y, mfx_hshue_g,
|
||||
mfx_hssat_g, mfx_hsval_g, mfx_hshue_c, mfx_hssat_c,
|
||||
mfx_hsval_c, mfx_hshue_b, mfx_hssat_b, mfx_hsval_b,
|
||||
mfx_hshue_m, mfx_hssat_m, mfx_hsval_m;
|
||||
|
||||
override void RenderOverlay( RenderEvent e )
|
||||
{
|
||||
PlayerInfo p = players[consoleplayer];
|
||||
if ( !mfx_ne ) mfx_ne = CVar.GetCVar('mfx_ne',p);
|
||||
if ( !mfx_ni ) mfx_ni = CVar.GetCVar('mfx_ni',p);
|
||||
Shader.SetEnabled(p,"mfx_grain",mfx_ne.GetBool());
|
||||
Shader.SetUniform1f(p,"mfx_grain","ni",mfx_ni.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_grain","Timer",(gametic+e.fractic)/35.);
|
||||
if ( !mfx_dirtenable ) mfx_dirtenable = CVar.GetCVar('mfx_dirtenable',p);
|
||||
if ( !mfx_dirtmc ) mfx_dirtmc = CVar.GetCVar('mfx_dirtmc',p);
|
||||
if ( !mfx_dirtcfactor ) mfx_dirtcfactor = CVar.GetCVar('mfx_dirtcfactor',p);
|
||||
Shader.SetEnabled(p,"mfx_dirt",mfx_dirtenable.GetBool());
|
||||
Shader.SetUniform1f(p,"mfx_dirt","dirtmc",mfx_dirtmc.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_dirt","dirtcfactor",mfx_dirtcfactor.GetFloat());
|
||||
if ( !mfx_gradeenable ) mfx_gradeenable = CVar.GetCVar('mfx_gradeenable',p);
|
||||
if ( !mfx_grademul_r ) mfx_grademul_r = CVar.GetCVar('mfx_grademul_r',p);
|
||||
if ( !mfx_grademul_g ) mfx_grademul_g = CVar.GetCVar('mfx_grademul_g',p);
|
||||
if ( !mfx_grademul_b ) mfx_grademul_b = CVar.GetCVar('mfx_grademul_b',p);
|
||||
if ( !mfx_gradepow_r ) mfx_gradepow_r = CVar.GetCVar('mfx_gradepow_r',p);
|
||||
if ( !mfx_gradepow_g ) mfx_gradepow_g = CVar.GetCVar('mfx_gradepow_g',p);
|
||||
if ( !mfx_gradepow_b ) mfx_gradepow_b = CVar.GetCVar('mfx_gradepow_b',p);
|
||||
if ( !mfx_gradecol_r ) mfx_gradecol_r = CVar.GetCVar('mfx_gradecol_r',p);
|
||||
if ( !mfx_gradecol_g ) mfx_gradecol_g = CVar.GetCVar('mfx_gradecol_g',p);
|
||||
if ( !mfx_gradecol_b ) mfx_gradecol_b = CVar.GetCVar('mfx_gradecol_b',p);
|
||||
if ( !mfx_gradecolfact ) mfx_gradecolfact = CVar.GetCVar('mfx_gradecolfact',p);
|
||||
if ( !mfx_gradesatmul ) mfx_gradesatmul = CVar.GetCVar('mfx_gradesatmul',p);
|
||||
if ( !mfx_gradesatpow ) mfx_gradesatpow = CVar.GetCVar('mfx_gradesatpow',p);
|
||||
if ( !mfx_gradevalmul ) mfx_gradevalmul = CVar.GetCVar('mfx_gradevalmul',p);
|
||||
if ( !mfx_gradevalpow ) mfx_gradevalpow = CVar.GetCVar('mfx_gradevalpow',p);
|
||||
Shader.SetEnabled(p,"mfx_grading",mfx_gradeenable.GetBool());
|
||||
Shader.SetUniform3f(p,"mfx_grading","grademul",(mfx_grademul_r.GetFloat(),mfx_grademul_g.GetFloat(),mfx_grademul_b.GetFloat()));
|
||||
Shader.SetUniform3f(p,"mfx_grading","gradepow",(mfx_gradepow_r.GetFloat(),mfx_gradepow_g.GetFloat(),mfx_gradepow_b.GetFloat()));
|
||||
Shader.SetUniform3f(p,"mfx_grading","gradecol",(mfx_gradecol_r.GetFloat(),mfx_gradecol_g.GetFloat(),mfx_gradecol_b.GetFloat()));
|
||||
Shader.SetUniform1f(p,"mfx_grading","gradecolfact",mfx_gradecolfact.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_grading","gradesatmul",mfx_gradesatmul.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_grading","gradesatpow",mfx_gradesatpow.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_grading","gradevalmul",mfx_gradevalmul.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_grading","gradevalpow",mfx_gradevalpow.GetFloat());
|
||||
if ( !mfx_cmatenable ) mfx_cmatenable = CVar.GetCVar('mfx_cmatenable',p);
|
||||
if ( !mfx_cmat_rr ) mfx_cmat_rr = CVar.GetCVar('mfx_cmat_rr',p);
|
||||
if ( !mfx_cmat_rg ) mfx_cmat_rg = CVar.GetCVar('mfx_cmat_rg',p);
|
||||
if ( !mfx_cmat_rb ) mfx_cmat_rb = CVar.GetCVar('mfx_cmat_rb',p);
|
||||
if ( !mfx_cmat_gr ) mfx_cmat_gr = CVar.GetCVar('mfx_cmat_gr',p);
|
||||
if ( !mfx_cmat_gg ) mfx_cmat_gg = CVar.GetCVar('mfx_cmat_gg',p);
|
||||
if ( !mfx_cmat_gb ) mfx_cmat_gb = CVar.GetCVar('mfx_cmat_gb',p);
|
||||
if ( !mfx_cmat_br ) mfx_cmat_br = CVar.GetCVar('mfx_cmat_br',p);
|
||||
if ( !mfx_cmat_bg ) mfx_cmat_bg = CVar.GetCVar('mfx_cmat_bg',p);
|
||||
if ( !mfx_cmat_bb ) mfx_cmat_bb = CVar.GetCVar('mfx_cmat_bb',p);
|
||||
Shader.SetEnabled(p,"mfx_colormatrix",mfx_cmatenable.GetBool());
|
||||
Shader.SetUniform3f(p,"mfx_colormatrix","redrow",(mfx_cmat_rr.GetFloat(),mfx_cmat_rg.GetFloat(),mfx_cmat_rb.GetFloat()));
|
||||
Shader.SetUniform3f(p,"mfx_colormatrix","greenrow",(mfx_cmat_gr.GetFloat(),mfx_cmat_gg.GetFloat(),mfx_cmat_gb.GetFloat()));
|
||||
Shader.SetUniform3f(p,"mfx_colormatrix","bluerow",(mfx_cmat_br.GetFloat(),mfx_cmat_bg.GetFloat(),mfx_cmat_bb.GetFloat()));
|
||||
if ( !mfx_hsenable ) mfx_hsenable = CVar.GetCVar('mfx_hsenable',p);
|
||||
if ( !mfx_hsover ) mfx_hsover = CVar.GetCVar('mfx_hsover',p);
|
||||
if ( !mfx_hshue_a ) mfx_hshue_a = CVar.GetCVar('mfx_hshue_a',p);
|
||||
if ( !mfx_hssat_a ) mfx_hssat_a = CVar.GetCVar('mfx_hssat_a',p);
|
||||
if ( !mfx_hsval_a ) mfx_hsval_a = CVar.GetCVar('mfx_hsval_a',p);
|
||||
if ( !mfx_hshue_r ) mfx_hshue_r = CVar.GetCVar('mfx_hshue_r',p);
|
||||
if ( !mfx_hssat_r ) mfx_hssat_r = CVar.GetCVar('mfx_hssat_r',p);
|
||||
if ( !mfx_hsval_r ) mfx_hsval_r = CVar.GetCVar('mfx_hsval_r',p);
|
||||
if ( !mfx_hshue_y ) mfx_hshue_y = CVar.GetCVar('mfx_hshue_y',p);
|
||||
if ( !mfx_hssat_y ) mfx_hssat_y = CVar.GetCVar('mfx_hssat_y',p);
|
||||
if ( !mfx_hsval_y ) mfx_hsval_y = CVar.GetCVar('mfx_hsval_y',p);
|
||||
if ( !mfx_hshue_g ) mfx_hshue_g = CVar.GetCVar('mfx_hshue_g',p);
|
||||
if ( !mfx_hssat_g ) mfx_hssat_g = CVar.GetCVar('mfx_hssat_g',p);
|
||||
if ( !mfx_hsval_g ) mfx_hsval_g = CVar.GetCVar('mfx_hsval_g',p);
|
||||
if ( !mfx_hshue_c ) mfx_hshue_c = CVar.GetCVar('mfx_hshue_c',p);
|
||||
if ( !mfx_hssat_c ) mfx_hssat_c = CVar.GetCVar('mfx_hssat_c',p);
|
||||
if ( !mfx_hsval_c ) mfx_hsval_c = CVar.GetCVar('mfx_hsval_c',p);
|
||||
if ( !mfx_hshue_b ) mfx_hshue_b = CVar.GetCVar('mfx_hshue_b',p);
|
||||
if ( !mfx_hssat_b ) mfx_hssat_b = CVar.GetCVar('mfx_hssat_b',p);
|
||||
if ( !mfx_hsval_b ) mfx_hsval_b = CVar.GetCVar('mfx_hsval_b',p);
|
||||
if ( !mfx_hshue_m ) mfx_hshue_m = CVar.GetCVar('mfx_hshue_m',p);
|
||||
if ( !mfx_hssat_m ) mfx_hssat_m = CVar.GetCVar('mfx_hssat_m',p);
|
||||
if ( !mfx_hsval_m ) mfx_hsval_m = CVar.GetCVar('mfx_hsval_m',p);
|
||||
Shader.SetEnabled(p,"mfx_huesaturation",mfx_hsenable.GetBool());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hsover",mfx_hsover.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hshue_a",mfx_hshue_a.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hssat_a",mfx_hssat_a.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hsval_a",mfx_hsval_a.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hshue_r",mfx_hshue_r.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hssat_r",mfx_hssat_r.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hsval_r",mfx_hsval_r.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hshue_y",mfx_hshue_y.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hssat_y",mfx_hssat_y.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hsval_y",mfx_hsval_y.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hshue_g",mfx_hshue_g.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hssat_g",mfx_hssat_g.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hsval_g",mfx_hsval_g.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hshue_c",mfx_hshue_c.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hssat_c",mfx_hssat_c.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hsval_c",mfx_hsval_c.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hshue_b",mfx_hshue_b.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hssat_b",mfx_hssat_b.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hsval_b",mfx_hsval_b.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hshue_m",mfx_hshue_m.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hssat_m",mfx_hssat_m.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_huesaturation","hsval_m",mfx_hsval_m.GetFloat());
|
||||
if ( !mfx_bssblurenable ) mfx_bssblurenable = CVar.GetCVar('mfx_bssblurenable',p);
|
||||
if ( !mfx_bssblurradius ) mfx_bssblurradius = CVar.GetCVar('mfx_bssblurradius',p);
|
||||
if ( !mfx_bsssharpenable ) mfx_bsssharpenable = CVar.GetCVar('mfx_bsssharpenable',p);
|
||||
if ( !mfx_bsssharpradius ) mfx_bsssharpradius = CVar.GetCVar('mfx_bsssharpradius',p);
|
||||
if ( !mfx_bsssharpamount ) mfx_bsssharpamount = CVar.GetCVar('mfx_bsssharpamount',p);
|
||||
if ( !mfx_bssshiftenable ) mfx_bssshiftenable = CVar.GetCVar('mfx_bssshiftenable',p);
|
||||
if ( !mfx_bssshiftradius ) mfx_bssshiftradius = CVar.GetCVar('mfx_bssshiftradius',p);
|
||||
Shader.SetEnabled(p,"mfx_bss_blur",mfx_bssblurenable.GetBool());
|
||||
Shader.SetUniform1f(p,"mfx_bss_blur","bssblurradius",mfx_bssblurradius.GetFloat());
|
||||
Shader.SetEnabled(p,"mfx_bss_sharp",mfx_bsssharpenable.GetBool());
|
||||
Shader.SetUniform1f(p,"mfx_bss_sharp","bsssharpradius",mfx_bsssharpradius.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_bss_sharp","bsssharpamount",mfx_bsssharpamount.GetFloat());
|
||||
Shader.SetEnabled(p,"mfx_bss_shift",mfx_bssshiftenable.GetBool());
|
||||
Shader.SetUniform1f(p,"mfx_bss_shift","bssshiftradius",mfx_bssshiftradius.GetFloat());
|
||||
if ( !mfx_bblurenable ) mfx_bblurenable = CVar.GetCVar('mfx_bblurenable',p);
|
||||
if ( !mfx_bblurpow ) mfx_bblurpow = CVar.GetCVar('mfx_bblurpow',p);
|
||||
if ( !mfx_bblurmul ) mfx_bblurmul = CVar.GetCVar('mfx_bblurmul',p);
|
||||
if ( !mfx_bblurbump ) mfx_bblurbump = CVar.GetCVar('mfx_bblurbump',p);
|
||||
if ( !mfx_bblurradius ) mfx_bblurradius = CVar.GetCVar('mfx_bblurradius',p);
|
||||
Shader.SetEnabled(p,"mfx_borderblur",mfx_bblurenable.GetBool());
|
||||
Shader.SetUniform1f(p,"mfx_borderblur","bblurpow",mfx_bblurpow.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_borderblur","bblurmul",mfx_bblurmul.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_borderblur","bblurbump",mfx_bblurbump.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_borderblur","bblurradius",mfx_bblurradius.GetFloat());
|
||||
if ( !mfx_vigenable ) mfx_vigenable = CVar.GetCVar('mfx_vigenable',p);
|
||||
if ( !mfx_vigcolor_r ) mfx_vigcolor_r = CVar.GetCVar('mfx_vigcolor_r',p);
|
||||
if ( !mfx_vigcolor_g ) mfx_vigcolor_g = CVar.GetCVar('mfx_vigcolor_g',p);
|
||||
if ( !mfx_vigcolor_b ) mfx_vigcolor_b = CVar.GetCVar('mfx_vigcolor_b',p);
|
||||
if ( !mfx_vigpow ) mfx_vigpow = CVar.GetCVar('mfx_vigpow',p);
|
||||
if ( !mfx_vigmul ) mfx_vigmul = CVar.GetCVar('mfx_vigmul',p);
|
||||
if ( !mfx_vigbump ) mfx_vigbump = CVar.GetCVar('mfx_vigbump',p);
|
||||
Shader.SetEnabled(p,"mfx_vignette",mfx_vigenable.GetBool());
|
||||
Shader.SetUniform3f(p,"mfx_vignette","vigcolor",(mfx_vigcolor_r.GetFloat(),mfx_vigcolor_g.GetFloat(),mfx_vigcolor_b.GetFloat()));
|
||||
Shader.SetUniform1f(p,"mfx_vignette","vigpow",mfx_vigpow.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_vignette","vigmul",mfx_vigmul.GetFloat());
|
||||
Shader.SetUniform1f(p,"mfx_vignette","vigbump",mfx_vigbump.GetFloat());
|
||||
}
|
||||
override void ConsoleProcess( ConsoleEvent e )
|
||||
{
|
||||
PlayerInfo p = players[consoleplayer];
|
||||
if ( e.Name ~== "resetmfxvars" )
|
||||
{
|
||||
switch( e.args[0] )
|
||||
{
|
||||
case 0:
|
||||
if ( !mfx_ne ) mfx_ne = CVar.GetCVar('mfx_ne',p);
|
||||
if ( !mfx_ni ) mfx_ni = CVar.GetCVar('mfx_ni',p);
|
||||
mfx_ne.ResetToDefault();
|
||||
mfx_ni.ResetToDefault();
|
||||
break;
|
||||
case 1:
|
||||
if ( !mfx_dirtenable ) mfx_dirtenable = CVar.GetCVar('mfx_dirtenable',p);
|
||||
if ( !mfx_dirtmc ) mfx_dirtmc = CVar.GetCVar('mfx_dirtmc',p);
|
||||
if ( !mfx_dirtcfactor ) mfx_dirtcfactor = CVar.GetCVar('mfx_dirtcfactor',p);
|
||||
mfx_dirtenable.ResetToDefault();
|
||||
mfx_dirtmc.ResetToDefault();
|
||||
mfx_dirtcfactor.ResetToDefault();
|
||||
break;
|
||||
case 2:
|
||||
if ( !mfx_gradeenable ) mfx_gradeenable = CVar.GetCVar('mfx_gradeenable',p);
|
||||
if ( !mfx_grademul_r ) mfx_grademul_r = CVar.GetCVar('mfx_grademul_r',p);
|
||||
if ( !mfx_grademul_g ) mfx_grademul_g = CVar.GetCVar('mfx_grademul_g',p);
|
||||
if ( !mfx_grademul_b ) mfx_grademul_b = CVar.GetCVar('mfx_grademul_b',p);
|
||||
if ( !mfx_gradepow_r ) mfx_gradepow_r = CVar.GetCVar('mfx_gradepow_r',p);
|
||||
if ( !mfx_gradepow_g ) mfx_gradepow_g = CVar.GetCVar('mfx_gradepow_g',p);
|
||||
if ( !mfx_gradepow_b ) mfx_gradepow_b = CVar.GetCVar('mfx_gradepow_b',p);
|
||||
if ( !mfx_gradecol_r ) mfx_gradecol_r = CVar.GetCVar('mfx_gradecol_r',p);
|
||||
if ( !mfx_gradecol_g ) mfx_gradecol_g = CVar.GetCVar('mfx_gradecol_g',p);
|
||||
if ( !mfx_gradecol_b ) mfx_gradecol_b = CVar.GetCVar('mfx_gradecol_b',p);
|
||||
if ( !mfx_gradecolfact ) mfx_gradecolfact = CVar.GetCVar('mfx_gradecolfact',p);
|
||||
if ( !mfx_gradesatmul ) mfx_gradesatmul = CVar.GetCVar('mfx_gradesatmul',p);
|
||||
if ( !mfx_gradesatpow ) mfx_gradesatpow = CVar.GetCVar('mfx_gradesatpow',p);
|
||||
if ( !mfx_gradevalmul ) mfx_gradevalmul = CVar.GetCVar('mfx_gradevalmul',p);
|
||||
if ( !mfx_gradevalpow ) mfx_gradevalpow = CVar.GetCVar('mfx_gradevalpow',p);
|
||||
mfx_gradeenable.ResetToDefault();
|
||||
mfx_grademul_r.ResetToDefault();
|
||||
mfx_grademul_g.ResetToDefault();
|
||||
mfx_grademul_b.ResetToDefault();
|
||||
mfx_gradepow_r.ResetToDefault();
|
||||
mfx_gradepow_g.ResetToDefault();
|
||||
mfx_gradepow_b.ResetToDefault();
|
||||
mfx_gradecol_r.ResetToDefault();
|
||||
mfx_gradecol_g.ResetToDefault();
|
||||
mfx_gradecol_b.ResetToDefault();
|
||||
mfx_gradecolfact.ResetToDefault();
|
||||
mfx_gradesatmul.ResetToDefault();
|
||||
mfx_gradesatpow.ResetToDefault();
|
||||
mfx_gradevalmul.ResetToDefault();
|
||||
mfx_gradevalpow.ResetToDefault();
|
||||
break;
|
||||
case 3:
|
||||
if ( !mfx_cmatenable ) mfx_cmatenable = CVar.GetCVar('mfx_cmatenable',p);
|
||||
if ( !mfx_cmat_rr ) mfx_cmat_rr = CVar.GetCVar('mfx_cmat_rr',p);
|
||||
if ( !mfx_cmat_rg ) mfx_cmat_rg = CVar.GetCVar('mfx_cmat_rg',p);
|
||||
if ( !mfx_cmat_rb ) mfx_cmat_rb = CVar.GetCVar('mfx_cmat_rb',p);
|
||||
if ( !mfx_cmat_gr ) mfx_cmat_gr = CVar.GetCVar('mfx_cmat_gr',p);
|
||||
if ( !mfx_cmat_gg ) mfx_cmat_gg = CVar.GetCVar('mfx_cmat_gg',p);
|
||||
if ( !mfx_cmat_gb ) mfx_cmat_gb = CVar.GetCVar('mfx_cmat_gb',p);
|
||||
if ( !mfx_cmat_br ) mfx_cmat_br = CVar.GetCVar('mfx_cmat_br',p);
|
||||
if ( !mfx_cmat_bg ) mfx_cmat_bg = CVar.GetCVar('mfx_cmat_bg',p);
|
||||
if ( !mfx_cmat_bb ) mfx_cmat_bb = CVar.GetCVar('mfx_cmat_bb',p);
|
||||
mfx_cmatenable.ResetToDefault();
|
||||
mfx_cmat_rr.ResetToDefault();
|
||||
mfx_cmat_rg.ResetToDefault();
|
||||
mfx_cmat_rb.ResetToDefault();
|
||||
mfx_cmat_gr.ResetToDefault();
|
||||
mfx_cmat_gg.ResetToDefault();
|
||||
mfx_cmat_gb.ResetToDefault();
|
||||
mfx_cmat_br.ResetToDefault();
|
||||
mfx_cmat_bg.ResetToDefault();
|
||||
mfx_cmat_bb.ResetToDefault();
|
||||
break;
|
||||
case 4:
|
||||
if ( !mfx_hsenable ) mfx_hsenable = CVar.GetCVar('mfx_hsenable',p);
|
||||
if ( !mfx_hsover ) mfx_hsover = CVar.GetCVar('mfx_hsover',p);
|
||||
if ( !mfx_hshue_a ) mfx_hshue_a = CVar.GetCVar('mfx_hshue_a',p);
|
||||
if ( !mfx_hssat_a ) mfx_hssat_a = CVar.GetCVar('mfx_hssat_a',p);
|
||||
if ( !mfx_hsval_a ) mfx_hsval_a = CVar.GetCVar('mfx_hsval_a',p);
|
||||
if ( !mfx_hshue_r ) mfx_hshue_r = CVar.GetCVar('mfx_hshue_r',p);
|
||||
if ( !mfx_hssat_r ) mfx_hssat_r = CVar.GetCVar('mfx_hssat_r',p);
|
||||
if ( !mfx_hsval_r ) mfx_hsval_r = CVar.GetCVar('mfx_hsval_r',p);
|
||||
if ( !mfx_hshue_y ) mfx_hshue_y = CVar.GetCVar('mfx_hshue_y',p);
|
||||
if ( !mfx_hssat_y ) mfx_hssat_y = CVar.GetCVar('mfx_hssat_y',p);
|
||||
if ( !mfx_hsval_y ) mfx_hsval_y = CVar.GetCVar('mfx_hsval_y',p);
|
||||
if ( !mfx_hshue_g ) mfx_hshue_g = CVar.GetCVar('mfx_hshue_g',p);
|
||||
if ( !mfx_hssat_g ) mfx_hssat_g = CVar.GetCVar('mfx_hssat_g',p);
|
||||
if ( !mfx_hsval_g ) mfx_hsval_g = CVar.GetCVar('mfx_hsval_g',p);
|
||||
if ( !mfx_hshue_c ) mfx_hshue_c = CVar.GetCVar('mfx_hshue_c',p);
|
||||
if ( !mfx_hssat_c ) mfx_hssat_c = CVar.GetCVar('mfx_hssat_c',p);
|
||||
if ( !mfx_hsval_c ) mfx_hsval_c = CVar.GetCVar('mfx_hsval_c',p);
|
||||
if ( !mfx_hshue_b ) mfx_hshue_b = CVar.GetCVar('mfx_hshue_b',p);
|
||||
if ( !mfx_hssat_b ) mfx_hssat_b = CVar.GetCVar('mfx_hssat_b',p);
|
||||
if ( !mfx_hsval_b ) mfx_hsval_b = CVar.GetCVar('mfx_hsval_b',p);
|
||||
if ( !mfx_hshue_m ) mfx_hshue_m = CVar.GetCVar('mfx_hshue_m',p);
|
||||
if ( !mfx_hssat_m ) mfx_hssat_m = CVar.GetCVar('mfx_hssat_m',p);
|
||||
if ( !mfx_hsval_m ) mfx_hsval_m = CVar.GetCVar('mfx_hsval_m',p);
|
||||
mfx_hsenable.ResetToDefault();
|
||||
mfx_hsover.ResetToDefault();
|
||||
mfx_hshue_a.ResetToDefault();
|
||||
mfx_hssat_a.ResetToDefault();
|
||||
mfx_hsval_a.ResetToDefault();
|
||||
mfx_hshue_r.ResetToDefault();
|
||||
mfx_hssat_r.ResetToDefault();
|
||||
mfx_hsval_r.ResetToDefault();
|
||||
mfx_hshue_y.ResetToDefault();
|
||||
mfx_hssat_y.ResetToDefault();
|
||||
mfx_hsval_y.ResetToDefault();
|
||||
mfx_hshue_g.ResetToDefault();
|
||||
mfx_hssat_g.ResetToDefault();
|
||||
mfx_hsval_g.ResetToDefault();
|
||||
mfx_hshue_c.ResetToDefault();
|
||||
mfx_hssat_c.ResetToDefault();
|
||||
mfx_hsval_c.ResetToDefault();
|
||||
mfx_hshue_b.ResetToDefault();
|
||||
mfx_hssat_b.ResetToDefault();
|
||||
mfx_hsval_b.ResetToDefault();
|
||||
mfx_hshue_m.ResetToDefault();
|
||||
mfx_hssat_m.ResetToDefault();
|
||||
mfx_hsval_m.ResetToDefault();
|
||||
break;
|
||||
case 5:
|
||||
if ( !mfx_bssblurenable ) mfx_bssblurenable = CVar.GetCVar('mfx_bssblurenable',p);
|
||||
if ( !mfx_bssblurradius ) mfx_bssblurradius = CVar.GetCVar('mfx_bssblurradius',p);
|
||||
if ( !mfx_bsssharpenable ) mfx_bsssharpenable = CVar.GetCVar('mfx_bsssharpenable',p);
|
||||
if ( !mfx_bsssharpradius ) mfx_bsssharpradius = CVar.GetCVar('mfx_bsssharpradius',p);
|
||||
if ( !mfx_bsssharpamount ) mfx_bsssharpamount = CVar.GetCVar('mfx_bsssharpamount',p);
|
||||
if ( !mfx_bssshiftenable ) mfx_bssshiftenable = CVar.GetCVar('mfx_bssshiftenable',p);
|
||||
if ( !mfx_bssshiftradius ) mfx_bssshiftradius = CVar.GetCVar('mfx_bssshiftradius',p);
|
||||
mfx_bssblurenable.ResetToDefault();
|
||||
mfx_bssblurradius.ResetToDefault();
|
||||
mfx_bsssharpenable.ResetToDefault();
|
||||
mfx_bsssharpradius.ResetToDefault();
|
||||
mfx_bsssharpamount.ResetToDefault();
|
||||
mfx_bssshiftenable.ResetToDefault();
|
||||
mfx_bssshiftradius.ResetToDefault();
|
||||
break;
|
||||
case 6:
|
||||
if ( !mfx_bblurenable ) mfx_bblurenable = CVar.GetCVar('mfx_bblurenable',p);
|
||||
if ( !mfx_bblurpow ) mfx_bblurpow = CVar.GetCVar('mfx_bblurpow',p);
|
||||
if ( !mfx_bblurmul ) mfx_bblurmul = CVar.GetCVar('mfx_bblurmul',p);
|
||||
if ( !mfx_bblurbump ) mfx_bblurbump = CVar.GetCVar('mfx_bblurbump',p);
|
||||
if ( !mfx_bblurradius ) mfx_bblurradius = CVar.GetCVar('mfx_bblurradius',p);
|
||||
mfx_bblurenable.ResetToDefault();
|
||||
mfx_bblurpow.ResetToDefault();
|
||||
mfx_bblurmul.ResetToDefault();
|
||||
mfx_bblurbump.ResetToDefault();
|
||||
mfx_bblurradius.ResetToDefault();
|
||||
break;
|
||||
case 7:
|
||||
if ( !mfx_vigenable ) mfx_vigenable = CVar.GetCVar('mfx_vigenable',p);
|
||||
if ( !mfx_vigcolor_r ) mfx_vigcolor_r = CVar.GetCVar('mfx_vigcolor_r',p);
|
||||
if ( !mfx_vigcolor_g ) mfx_vigcolor_g = CVar.GetCVar('mfx_vigcolor_g',p);
|
||||
if ( !mfx_vigcolor_b ) mfx_vigcolor_b = CVar.GetCVar('mfx_vigcolor_b',p);
|
||||
if ( !mfx_vigpow ) mfx_vigpow = CVar.GetCVar('mfx_vigpow',p);
|
||||
if ( !mfx_vigmul ) mfx_vigmul = CVar.GetCVar('mfx_vigmul',p);
|
||||
if ( !mfx_vigbump ) mfx_vigbump = CVar.GetCVar('mfx_vigbump',p);
|
||||
mfx_vigenable.ResetToDefault();
|
||||
mfx_vigcolor_r.ResetToDefault();
|
||||
mfx_vigcolor_g.ResetToDefault();
|
||||
mfx_vigcolor_b.ResetToDefault();
|
||||
mfx_vigpow.ResetToDefault();
|
||||
mfx_vigmul.ResetToDefault();
|
||||
mfx_vigbump.ResetToDefault();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue