- Added Paint filter. - Tweaked order of shaders. - Allow more grain parameters to be configured.
183 lines
3.8 KiB
Text
183 lines
3.8 KiB
Text
HardwareShader postprocess scene
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{
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Name "mfx_lumasharp"
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Shader "shaders/glsl/mfx_lumasharp.fp" 330
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Uniform float sharpradius
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Uniform float sharpclamp
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Uniform float sharpblend
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}
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HardwareShader postprocess scene
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{
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Name "mfx_grain"
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Shader "shaders/glsl/mfx_grain.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 vec3 nm1
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Uniform float nk
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Uniform vec3 nm2
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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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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_dirt"
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Shader "shaders/glsl/mfx_dirt.fp" 330
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Uniform float dirtcfactor
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Uniform float dirtmc
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Texture NoiseTexture "textures/mfxdirt.png"
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}
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HardwareShader postprocess scene
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{
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Name "mfx_grading"
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Shader "shaders/glsl/mfx_grading.fp" 330
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Uniform vec3 grademul
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Uniform vec3 gradepow
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Uniform vec3 gradecol
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Uniform float gradecolfact
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Uniform float gradesatmul
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Uniform float gradesatpow
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Uniform float gradevalmul
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Uniform float gradevalpow
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}
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HardwareShader postprocess scene
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{
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Name "mfx_technicolor"
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Shader "shaders/glsl/mfx_technicolor.fp" 330
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Uniform float techblend
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}
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HardwareShader postprocess scene
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{
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Name "mfx_lutgrading"
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Shader "shaders/glsl/mfx_lutgrading.fp" 330
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Texture LUTTexture "textures/mfxlut.png"
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Uniform int lutindex
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Uniform float lutblend
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}
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HardwareShader postprocess scene
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{
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Name "mfx_colormatrix"
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Shader "shaders/glsl/mfx_colormatrix.fp" 330
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Uniform vec3 redrow
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Uniform vec3 greenrow
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Uniform vec3 bluerow
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}
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HardwareShader postprocess scene
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{
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Name "mfx_huesaturation"
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Shader "shaders/glsl/mfx_huesaturation.fp" 330
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Uniform float hsover
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Uniform float hshue_a
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Uniform float hssat_a
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Uniform float hsval_a
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Uniform float hshue_r
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Uniform float hssat_r
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Uniform float hsval_r
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Uniform float hshue_y
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Uniform float hssat_y
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Uniform float hsval_y
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Uniform float hshue_g
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Uniform float hssat_g
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Uniform float hsval_g
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Uniform float hshue_c
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Uniform float hssat_c
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Uniform float hsval_c
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Uniform float hshue_b
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Uniform float hssat_b
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Uniform float hsval_b
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Uniform float hshue_m
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Uniform float hssat_m
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Uniform float hsval_m
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}
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HardwareShader postprocess scene
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{
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Name "mfx_borderblur"
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Shader "shaders/glsl/mfx_borderblur.fp" 330
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Uniform float vigpow
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Uniform float vigmul
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Uniform float vigbump
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Uniform int vigshape
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Uniform float bblurpow
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Uniform float bblurmul
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Uniform float bblurbump
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Uniform float bblurradius
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Texture VignetteTexture "textures/mfxvig.png"
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}
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HardwareShader postprocess scene
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{
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Name "mfx_paint_pass1"
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Shader "shaders/glsl/mfx_paint_pass1.fp" 330
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}
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HardwareShader postprocess scene
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{
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Name "mfx_paint_pass2"
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Shader "shaders/glsl/mfx_paint_pass2.fp" 330
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}
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HardwareShader postprocess scene
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{
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Name "mfx_paint_pass3"
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Shader "shaders/glsl/mfx_paint_pass3.fp" 330
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}
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HardwareShader postprocess scene
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{
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Name "mfx_bss_blur"
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Shader "shaders/glsl/mfx_bss_blur.fp" 330
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Uniform float bssblurradius
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}
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HardwareShader postprocess scene
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{
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Name "mfx_bss_sharp"
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Shader "shaders/glsl/mfx_bss_sharp.fp" 330
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Uniform float bsssharpradius
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Uniform float bsssharpamount
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}
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HardwareShader postprocess scene
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{
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Name "mfx_bss_shift"
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Shader "shaders/glsl/mfx_bss_shift.fp" 330
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Uniform float bssshiftradius
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}
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HardwareShader postprocess scene
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{
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Name "mfx_vignette"
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Shader "shaders/glsl/mfx_vignette.fp" 330
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Uniform vec3 vigcolor
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Uniform float vigpow
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Uniform float vigmul
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Uniform float vigbump
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Uniform int vigshape
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Uniform int vigmode
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Texture VignetteTexture "textures/mfxvig.png"
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}
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HardwareShader postprocess scene
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{
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Name "mfx_retrofx"
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Shader "shaders/glsl/mfx_retrofx.fp" 330
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Uniform vec2 bresl
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}
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HardwareShader postprocess scene
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{
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Name "mfx_palette"
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Shader "shaders/glsl/mfx_palette.fp" 330
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Texture PalLUTTexture "textures/mfxpal.png"
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Uniform vec2 sfact
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Uniform float palsat
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Uniform float palpow
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Uniform float paldither
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Uniform int palnum
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}
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