HardwareShader postprocess scene { Name "mfx_lumasharp" Shader "shaders/glsl/mfx_lumasharp.fp" 330 Uniform float sharpradius Uniform float sharpclamp Uniform float sharpblend } HardwareShader postprocess scene { Name "mfx_grain" Shader "shaders/glsl/mfx_grain.fp" 330 Uniform float Timer Uniform float nf Uniform float ni Uniform float ns Uniform vec3 nm1 Uniform float nk Uniform vec3 nm2 Uniform float np Uniform float bnp Uniform int nb Texture NoiseTexture "textures/mfxnoise.png" } HardwareShader postprocess scene { Name "mfx_dirt" Shader "shaders/glsl/mfx_dirt.fp" 330 Uniform float dirtcfactor Uniform float dirtmc Texture NoiseTexture "textures/mfxdirt.png" } HardwareShader postprocess scene { Name "mfx_grading" Shader "shaders/glsl/mfx_grading.fp" 330 Uniform vec3 grademul Uniform vec3 gradepow Uniform vec3 gradecol Uniform float gradecolfact Uniform float gradesatmul Uniform float gradesatpow Uniform float gradevalmul Uniform float gradevalpow } HardwareShader postprocess scene { Name "mfx_technicolor" Shader "shaders/glsl/mfx_technicolor.fp" 330 Uniform float techblend } HardwareShader postprocess scene { Name "mfx_lutgrading" Shader "shaders/glsl/mfx_lutgrading.fp" 330 Texture LUTTexture "textures/mfxlut.png" Uniform int lutindex Uniform float lutblend } HardwareShader postprocess scene { Name "mfx_colormatrix" Shader "shaders/glsl/mfx_colormatrix.fp" 330 Uniform vec3 redrow Uniform vec3 greenrow Uniform vec3 bluerow } HardwareShader postprocess scene { Name "mfx_huesaturation" Shader "shaders/glsl/mfx_huesaturation.fp" 330 Uniform float hsover Uniform float hshue_a Uniform float hssat_a Uniform float hsval_a Uniform float hshue_r Uniform float hssat_r Uniform float hsval_r Uniform float hshue_y Uniform float hssat_y Uniform float hsval_y Uniform float hshue_g Uniform float hssat_g Uniform float hsval_g Uniform float hshue_c Uniform float hssat_c Uniform float hsval_c Uniform float hshue_b Uniform float hssat_b Uniform float hsval_b Uniform float hshue_m Uniform float hssat_m Uniform float hsval_m } HardwareShader postprocess scene { Name "mfx_borderblur" Shader "shaders/glsl/mfx_borderblur.fp" 330 Uniform float vigpow Uniform float vigmul Uniform float vigbump Uniform int vigshape Uniform float bblurpow Uniform float bblurmul Uniform float bblurbump Uniform float bblurradius Texture VignetteTexture "textures/mfxvig.png" } HardwareShader postprocess scene { Name "mfx_paint_pass1" Shader "shaders/glsl/mfx_paint_pass1.fp" 330 } HardwareShader postprocess scene { Name "mfx_paint_pass2" Shader "shaders/glsl/mfx_paint_pass2.fp" 330 } HardwareShader postprocess scene { Name "mfx_paint_pass3" Shader "shaders/glsl/mfx_paint_pass3.fp" 330 } HardwareShader postprocess scene { Name "mfx_bss_blur" Shader "shaders/glsl/mfx_bss_blur.fp" 330 Uniform float bssblurradius } HardwareShader postprocess scene { Name "mfx_bss_sharp" Shader "shaders/glsl/mfx_bss_sharp.fp" 330 Uniform float bsssharpradius Uniform float bsssharpamount } HardwareShader postprocess scene { Name "mfx_bss_shift" Shader "shaders/glsl/mfx_bss_shift.fp" 330 Uniform float bssshiftradius } HardwareShader postprocess scene { Name "mfx_vignette" Shader "shaders/glsl/mfx_vignette.fp" 330 Uniform vec3 vigcolor Uniform float vigpow Uniform float vigmul Uniform float vigbump Uniform int vigshape Uniform int vigmode Texture VignetteTexture "textures/mfxvig.png" } HardwareShader postprocess scene { Name "mfx_retrofx" Shader "shaders/glsl/mfx_retrofx.fp" 330 Uniform vec2 bresl } HardwareShader postprocess scene { Name "mfx_palette" Shader "shaders/glsl/mfx_palette.fp" 330 Texture DitherTexture "textures/mfxdither.png" Texture PalLUTTexture "textures/mfxpal.png" Uniform vec2 sfact Uniform float palsat Uniform float palpow Uniform float paldither Uniform int palnum }