marifx_m/gldefs.txt

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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
}