Add "simplified" grain option, for extra performance.
Uses PRNG calls instead of texture fetches, so it tends to look more harsh and have patterning issues depending on the GPU.
This commit is contained in:
parent
2336f4cbd9
commit
7efc84adb5
6 changed files with 105 additions and 19 deletions
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@ -6,6 +6,7 @@ nosave float mfx_lsharpclamp = .05;
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nosave float mfx_lsharpblend = 6.;
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nosave bool mfx_ne = false;
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nosave bool mfx_nc = true;
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nosave float mfx_ni = .05;
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nosave float mfx_ns = 0.;
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nosave float mfx_nf = .05;
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12
gldefs.txt
12
gldefs.txt
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@ -23,6 +23,18 @@ HardwareShader postprocess scene
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Uniform int nb
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Texture NoiseTexture "textures/mfxnoise.png"
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}
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HardwareShader postprocess scene
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{
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Name "mfx_grain_simple"
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Shader "shaders/glsl/mfx_grain_simple.fp" 330
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Uniform float Timer
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Uniform float nf
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Uniform float ni
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Uniform float ns
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Uniform float np
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Uniform float bnp
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Uniform int nb
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}
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HardwareShader postprocess scene
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{
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@ -118,6 +118,7 @@ MFX_LSHARPRADIUS="Sharpen Radius";
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MFX_LSHARPTRESHOLD="Sharpen Threshold";
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MFX_LSHARPSTRENGTH="Sharpen Strength";
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MFX_GRAIN="Film Grain";
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MFX_GRAINALT="Simplified Grain";
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MFX_NF="Grain Speed";
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MFX_NI="Grain Intensity";
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MFX_NS="Grain Saturation";
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17
menudef.txt
17
menudef.txt
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@ -163,17 +163,18 @@ OptionMenu "MFXOptionsMenu"
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StaticText "$MFX_GRAIN", 1
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StaticText " "
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Option "$MFX_ENABLE", "mfx_ne", "YesNo"
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Option "$MFX_GRAINALT", "mfx_nc", "NoYes"
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MFXSlider "$MFX_NI", "mfx_ni", 0, 1, 0.01, 2
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MFXSlider "$MFX_NF", "mfx_nf", -10, 10, 0.01, 2
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MFXSlider "$MFX_NF", "mfx_nf", -10, 10, 0.01, 2, "mfx_nc"
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MFXSlider "$MFX_NS", "mfx_ns", -1, 1, 0.01, 2
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MFXSlider "$MFX_NP", "mfx_np", 0, 8, 0.01, 2
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MFXSlider "$MFX_NM1_R", "mfx_nm1_r", 0, 10, 0.01, 2
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MFXSlider "$MFX_NM1_G", "mfx_nm1_g", 0, 10, 0.01, 2
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MFXSlider "$MFX_NM1_B", "mfx_nm1_b", 0, 10, 0.01, 2
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MFXSlider "$MFX_NK", "mfx_nk", 0, 1, 0.01, 2
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MFXSlider "$MFX_NM2_R", "mfx_nm2_r", 0, 10, 0.01, 2
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MFXSlider "$MFX_NM2_G", "mfx_nm2_g", 0, 10, 0.01, 2
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MFXSlider "$MFX_NM2_B", "mfx_nm2_b", 0, 10, 0.01, 2
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MFXSlider "$MFX_NM1_R", "mfx_nm1_r", 0, 10, 0.01, 2, "mfx_nc"
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MFXSlider "$MFX_NM1_G", "mfx_nm1_g", 0, 10, 0.01, 2, "mfx_nc"
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MFXSlider "$MFX_NM1_B", "mfx_nm1_b", 0, 10, 0.01, 2, "mfx_nc"
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MFXSlider "$MFX_NK", "mfx_nk", 0, 1, 0.01, 2, "mfx_nc"
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MFXSlider "$MFX_NM2_R", "mfx_nm2_r", 0, 10, 0.01, 2, "mfx_nc"
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MFXSlider "$MFX_NM2_G", "mfx_nm2_g", 0, 10, 0.01, 2, "mfx_nc"
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MFXSlider "$MFX_NM2_B", "mfx_nm2_b", 0, 10, 0.01, 2, "mfx_nc"
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Option "$MFX_NB", "mfx_nb", "MFXGrainBlend"
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MFXSlider "$MFX_BNP", "mfx_bnp", 0, 10, 0.01, 2
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SafeCommand "$MFX_RESET", "event resetmfxvars 0"
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54
shaders/glsl/mfx_grain_simple.fp
Normal file
54
shaders/glsl/mfx_grain_simple.fp
Normal file
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@ -0,0 +1,54 @@
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/*
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Complex grain shader ported over from MariENB
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This is a simplified version that uses three PRNG calls
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(C)2012-2022 Marisa the Magician
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*/
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#define overlay(a,b) (a<0.5)?(2.0*a*b):(1.0-(2.0*(1.0-a)*(1.0-b)))
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#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))))
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// simplified PRNG, for performance
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float rnd( in vec2 sd )
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{
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return fract(sin(dot(sd,vec2(12.9898,78.233)))*43758.5453);
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}
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vec3 grain( in vec3 res, in vec2 coord )
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{
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float ts = Timer;
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vec2 s1 = coord+vec2(0.,ts);
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vec2 s2 = coord+vec2(ts,0.);
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vec2 s3 = coord+vec2(ts,ts);
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float n1 = rnd(s1);
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float n2 = rnd(s2);
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float n3 = rnd(s3);
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float n4 = (n1+n2+n3)/3.;
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vec3 ng = vec3(n4);
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vec3 nc = vec3(n1,n2,n3);
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vec3 nt = pow(clamp(mix(ng,nc,ns),.0,1.),vec3(np));
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if ( nb == 1 ) res.rgb += nt*ni;
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else if ( nb == 2 )
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{
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res.r = overlay(res.r,(nt.r*ni));
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res.g = overlay(res.g,(nt.g*ni));
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res.b = overlay(res.b,(nt.b*ni));
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}
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else if ( nb == 3 )
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{
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float bn = 1.-clamp((res.r+res.g+res.b)/3.,0.,1.);
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bn = pow(bn,bnp);
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vec3 nn = clamp(nt*bn,vec3(0.),vec3(1.));
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res.r = darkmask(res.r,(nn.r*ni));
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res.g = darkmask(res.g,(nn.g*ni));
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res.b = darkmask(res.b,(nn.b*ni));
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}
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else res.rgb = mix(res.rgb,nt,ni);
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return res;
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}
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void main()
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{
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vec2 coord = TexCoord;
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vec4 res = texture(InputTexture,coord);
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res.rgb = grain(res.rgb,coord);
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FragColor = res;
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}
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@ -10,6 +10,7 @@ Class MariFXHandler : StaticEventHandler
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{
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Shader.SetEnabled(p,"mfx_lumasharp",false);
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Shader.SetEnabled(p,"mfx_grain",false);
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Shader.SetEnabled(p,"mfx_grain_simple",false);
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Shader.SetEnabled(p,"mfx_dirt",false);
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Shader.SetEnabled(p,"mfx_grading",false);
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Shader.SetEnabled(p,"mfx_lutgrading",false);
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@ -34,17 +35,32 @@ Class MariFXHandler : StaticEventHandler
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Shader.SetUniform1f(p,"mfx_lumasharp","sharpclamp",mfx_lsharpclamp);
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Shader.SetUniform1f(p,"mfx_lumasharp","sharpblend",mfx_lsharpblend);
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// FILM GRAIN
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Shader.SetEnabled(p,"mfx_grain",mfx_ne);
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Shader.SetUniform1f(p,"mfx_grain","nf",mfx_nf/10.);
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Shader.SetUniform1f(p,"mfx_grain","ni",mfx_ni);
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Shader.SetUniform1f(p,"mfx_grain","ns",mfx_ns);
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Shader.SetUniform3f(p,"mfx_grain","nm1",(mfx_nm1_r,mfx_nm1_g,mfx_nm1_b));
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Shader.SetUniform1f(p,"mfx_grain","nk",mfx_nk);
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Shader.SetUniform3f(p,"mfx_grain","nm2",(mfx_nm2_r,mfx_nm2_g,mfx_nm2_b));
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Shader.SetUniform1f(p,"mfx_grain","np",mfx_np);
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Shader.SetUniform1f(p,"mfx_grain","bnp",mfx_bnp);
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Shader.SetUniform1i(p,"mfx_grain","nb",mfx_nb);
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Shader.SetUniform1f(p,"mfx_grain","Timer",(gametic+e.fractic)/35.);
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if ( mfx_nc )
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{
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Shader.SetEnabled(p,"mfx_grain",mfx_ne);
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Shader.SetEnabled(p,"mfx_grain_simple",false);
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Shader.SetUniform1f(p,"mfx_grain","nf",mfx_nf/10.);
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Shader.SetUniform1f(p,"mfx_grain","ni",mfx_ni);
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Shader.SetUniform1f(p,"mfx_grain","ns",mfx_ns);
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Shader.SetUniform3f(p,"mfx_grain","nm1",(mfx_nm1_r,mfx_nm1_g,mfx_nm1_b));
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Shader.SetUniform1f(p,"mfx_grain","nk",mfx_nk);
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Shader.SetUniform3f(p,"mfx_grain","nm2",(mfx_nm2_r,mfx_nm2_g,mfx_nm2_b));
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Shader.SetUniform1f(p,"mfx_grain","np",mfx_np);
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Shader.SetUniform1f(p,"mfx_grain","bnp",mfx_bnp);
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Shader.SetUniform1i(p,"mfx_grain","nb",mfx_nb);
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Shader.SetUniform1f(p,"mfx_grain","Timer",(gametic+e.fractic)/35.);
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}
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else
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{
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Shader.SetEnabled(p,"mfx_grain",false);
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Shader.SetEnabled(p,"mfx_grain_simple",mfx_ne);
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Shader.SetUniform1f(p,"mfx_grain_simple","ni",mfx_ni);
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Shader.SetUniform1f(p,"mfx_grain_simple","ns",mfx_ns);
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Shader.SetUniform1f(p,"mfx_grain_simple","np",mfx_np);
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Shader.SetUniform1f(p,"mfx_grain_simple","bnp",mfx_bnp);
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Shader.SetUniform1i(p,"mfx_grain_simple","nb",mfx_nb);
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Shader.SetUniform1f(p,"mfx_grain_simple","Timer",(gametic+e.fractic)/35.);
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}
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// SCREEN DIRT
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Shader.SetEnabled(p,"mfx_dirt",mfx_dirtenable);
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Shader.SetUniform1f(p,"mfx_dirt","dirtmc",mfx_dirtmc);
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@ -170,6 +186,7 @@ Class MariFXHandler : StaticEventHandler
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{
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case 0:
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CVar.FindCVar('mfx_ne').ResetToDefault();
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CVar.FindCVar('mfx_nc').ResetToDefault();
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CVar.FindCVar('mfx_ni').ResetToDefault();
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CVar.FindCVar('mfx_nf').ResetToDefault();
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CVar.FindCVar('mfx_ns').ResetToDefault();
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