HardwareShader postprocess scene { Name "mfx_lumasharp" Shader "shaders/glsl/mfx_lumasharp.fp" 330 Uniform float sharpradius Uniform float sharpclamp Uniform float sharpblend } HardwareShader postprocess scene { Name "mfx_grading" Shader "shaders/glsl/mfx_grading.fp" 330 Uniform vec3 grademul Uniform vec3 gradepow Uniform vec3 gradecol Uniform float gradecolfact Uniform float gradesatmul Uniform float gradesatpow Uniform float gradevalmul Uniform float gradevalpow } HardwareShader postprocess scene { Name "mfx_colormatrix" Shader "shaders/glsl/mfx_colormatrix.fp" 330 Uniform vec3 redrow Uniform vec3 greenrow Uniform vec3 bluerow } HardwareShader postprocess scene { Name "mfx_huesaturation" Shader "shaders/glsl/mfx_huesaturation.fp" 330 Uniform float hsover Uniform float hshue_a Uniform float hssat_a Uniform float hsval_a Uniform float hshue_r Uniform float hssat_r Uniform float hsval_r Uniform float hshue_y Uniform float hssat_y Uniform float hsval_y Uniform float hshue_g Uniform float hssat_g Uniform float hsval_g Uniform float hshue_c Uniform float hssat_c Uniform float hsval_c Uniform float hshue_b Uniform float hssat_b Uniform float hsval_b Uniform float hshue_m Uniform float hssat_m Uniform float hsval_m } HardwareShader postprocess scene { Name "mfx_bss_blur" Shader "shaders/glsl/mfx_bss_blur.fp" 330 Uniform float bssblurradius } HardwareShader postprocess scene { Name "mfx_bss_sharp" Shader "shaders/glsl/mfx_bss_sharp.fp" 330 Uniform float bsssharpradius Uniform float bsssharpamount } HardwareShader postprocess scene { Name "mfx_bss_shift" Shader "shaders/glsl/mfx_bss_shift.fp" 330 Uniform float bssshiftradius } HardwareShader postprocess scene { Name "mfx_borderblur" Shader "shaders/glsl/mfx_borderblur.fp" 330 Uniform float vigpow Uniform float vigmul Uniform float vigbump Uniform int vigshape Uniform float bblurpow Uniform float bblurmul Uniform float bblurbump Uniform float bblurradius Texture VignetteTexture "textures/mfxvig.png" } HardwareShader postprocess scene { Name "mfx_grain" Shader "shaders/glsl/mfx_grain.fp" 330 Uniform float Timer Uniform float ni Uniform float ns Uniform float np Uniform float bnp Uniform int nb Texture NoiseTexture "textures/mfxnoise.png" } HardwareShader postprocess scene { Name "mfx_dirt" Shader "shaders/glsl/mfx_dirt.fp" 330 Uniform float dirtcfactor Uniform float dirtmc Texture NoiseTexture "textures/mfxdirt.png" } HardwareShader postprocess scene { Name "mfx_vignette" Shader "shaders/glsl/mfx_vignette.fp" 330 Uniform vec3 vigcolor Uniform float vigpow Uniform float vigmul Uniform float vigbump Uniform int vigshape Uniform int vigmode Texture VignetteTexture "textures/mfxvig.png" } HardwareShader postprocess scene { Name "mfx_palette" Shader "shaders/glsl/mfx_palette.fp" 330 Texture PalLUTTexture "textures/mfxpal.png" Uniform float paldither Uniform int palnum }