marifx_m/gldefs.txt

241 lines
5 KiB
Text

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_grain_simple"
Shader "shaders/glsl/mfx_grain_simple.fp" 330
Uniform float Timer
Uniform float nf
Uniform float ni
Uniform float ns
Uniform float np
Uniform float bnp
Uniform int nb
}
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_tonemap_reinhard"
Shader "shaders/glsl/mfx_tonemap_reinhard.fp" 330
Uniform float texposure
Uniform float tblend
}
HardwareShader postprocess scene
{
Name "mfx_tonemap_uc2"
Shader "shaders/glsl/mfx_tonemap_uc2.fp" 330
Uniform float texposure
Uniform float tblend
Uniform float unA
Uniform float unB
Uniform float unC
Uniform float unD
Uniform float unE
Uniform float unF
Uniform float unW
}
HardwareShader postprocess scene
{
Name "mfx_tonemap_hejldawson"
Shader "shaders/glsl/mfx_tonemap_hejldawson.fp" 330
Uniform float texposure
Uniform float tblend
}
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 int paldepth
Uniform int dsize
Uniform int doffset
Uniform int palnum
}
HardwareShader postprocess scene
{
Name "mfx_palette_naive"
Shader "shaders/glsl/mfx_palette_naive.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 dsize
Uniform int doffset
Uniform int palnum
}