Merge pull request #16523 from hrydgard/post-shader-cleanup

Post shader cleanup
This commit is contained in:
Henrik Rydgård 2022-12-08 13:45:03 +01:00 committed by GitHub
commit 141e076f12
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GPG key ID: 4AEE18F83AFDEB23
58 changed files with 245 additions and 352 deletions

View file

@ -287,6 +287,13 @@ struct Margins {
int vert() const {
return top + bottom;
}
void SetAll(float f) {
int8_t i = (int)f;
top = i;
bottom = i;
left = i;
right = i;
}
int8_t top;
int8_t bottom;

View file

@ -539,19 +539,19 @@ void LinearLayout::Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec v
MeasureSpec v = vert;
if (v.type == UNSPECIFIED && measuredHeight_ != 0.0f)
v = MeasureSpec(AT_MOST, measuredHeight_);
view->Measure(dc, MeasureSpec(UNSPECIFIED, measuredWidth_), v - (float)margins.vert());
if (horiz.type == AT_MOST && view->GetMeasuredWidth() + margins.horiz() > horiz.size - weightZeroSum) {
view->Measure(dc, MeasureSpec(UNSPECIFIED, measuredWidth_), v - (float)margins.vert() - (float)padding.vert());
if (horiz.type == AT_MOST && view->GetMeasuredWidth() + margins.horiz() + padding.horiz() > horiz.size - weightZeroSum) {
// Try again, this time with AT_MOST.
view->Measure(dc, horiz, v - (float)margins.vert());
view->Measure(dc, horiz, v - (float)margins.vert() - (float)padding.vert());
}
} else if (orientation_ == ORIENT_VERTICAL) {
MeasureSpec h = horiz;
if (h.type == UNSPECIFIED && measuredWidth_ != 0.0f)
h = MeasureSpec(AT_MOST, measuredWidth_);
view->Measure(dc, h - (float)margins.horiz(), MeasureSpec(UNSPECIFIED, measuredHeight_));
if (vert.type == AT_MOST && view->GetMeasuredHeight() + margins.vert() > vert.size - weightZeroSum) {
view->Measure(dc, h - (float)margins.horiz() - (float)padding.horiz(), MeasureSpec(UNSPECIFIED, measuredHeight_));
if (vert.type == AT_MOST && view->GetMeasuredHeight() + margins.vert() + padding.horiz() > vert.size - weightZeroSum) {
// Try again, this time with AT_MOST.
view->Measure(dc, h - (float)margins.horiz(), vert);
view->Measure(dc, h - (float)margins.horiz() - (float)padding.horiz(), vert);
}
}
@ -575,12 +575,12 @@ void LinearLayout::Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec v
}
}
weightZeroSum += spacing_ * (numVisible - 1);
weightZeroSum += spacing_ * (numVisible - 1); // +(orientation_ == ORIENT_HORIZONTAL) ? padding.horiz() : padding.vert();
// Alright, got the sum. Let's take the remaining space after the fixed-size views,
// and distribute among the weighted ones.
if (orientation_ == ORIENT_HORIZONTAL) {
MeasureBySpec(layoutParams_->width, weightZeroSum, horiz, &measuredWidth_);
MeasureBySpec(layoutParams_->width, weightZeroSum + padding.horiz(), horiz, &measuredWidth_);
// If we've got stretch, allow growing to fill the parent.
float allowedWidth = measuredWidth_;
@ -588,7 +588,7 @@ void LinearLayout::Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec v
allowedWidth = horiz.size;
}
float usedWidth = 0.0f;
float usedWidth = 0.0f + padding.horiz();
// Redistribute the stretchy ones! and remeasure the children!
for (View *view : views_) {
@ -615,7 +615,7 @@ void LinearLayout::Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec v
if (horiz.type == EXACTLY) {
h.type = EXACTLY;
}
view->Measure(dc, h, v - (float)margins.vert());
view->Measure(dc, h, v - (float)margins.vert() - (float)padding.vert());
usedWidth += view->GetMeasuredWidth();
maxOther = std::max(maxOther, view->GetMeasuredHeight() + margins.vert());
}
@ -626,9 +626,9 @@ void LinearLayout::Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec v
}
// Measure here in case maxOther moved (can happen due to word wrap.)
MeasureBySpec(layoutParams_->height, maxOther, vert, &measuredHeight_);
MeasureBySpec(layoutParams_->height, maxOther + padding.vert(), vert, &measuredHeight_);
} else {
MeasureBySpec(layoutParams_->height, weightZeroSum, vert, &measuredHeight_);
MeasureBySpec(layoutParams_->height, weightZeroSum + padding.vert(), vert, &measuredHeight_);
// If we've got stretch, allow growing to fill the parent.
float allowedHeight = measuredHeight_;
@ -636,7 +636,7 @@ void LinearLayout::Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec v
allowedHeight = vert.size;
}
float usedHeight = 0.0f;
float usedHeight = 0.0f + padding.vert();
// Redistribute the stretchy ones! and remeasure the children!
for (View *view : views_) {
@ -663,7 +663,7 @@ void LinearLayout::Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec v
if (vert.type == EXACTLY) {
v.type = EXACTLY;
}
view->Measure(dc, h - (float)margins.horiz(), v);
view->Measure(dc, h - (float)margins.horiz() - (float)padding.horiz(), v);
usedHeight += view->GetMeasuredHeight();
maxOther = std::max(maxOther, view->GetMeasuredWidth() + margins.horiz());
}
@ -674,7 +674,7 @@ void LinearLayout::Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec v
}
// Measure here in case maxOther moved (can happen due to word wrap.)
MeasureBySpec(layoutParams_->width, maxOther, horiz, &measuredWidth_);
MeasureBySpec(layoutParams_->width, maxOther + padding.horiz(), horiz, &measuredWidth_);
}
}
@ -686,13 +686,13 @@ void LinearLayout::Layout() {
float pos;
if (orientation_ == ORIENT_HORIZONTAL) {
pos = bounds.x;
itemBounds.y = bounds.y;
itemBounds.h = measuredHeight_;
pos = bounds.x + padding.left;
itemBounds.y = bounds.y + padding.top;
itemBounds.h = measuredHeight_ - padding.vert();
} else {
pos = bounds.y;
itemBounds.x = bounds.x;
itemBounds.w = measuredWidth_;
pos = bounds.y + padding.top;
itemBounds.x = bounds.x + padding.left;
itemBounds.w = measuredWidth_ - padding.horiz();
}
for (size_t i = 0; i < views_.size(); i++) {
@ -928,6 +928,8 @@ void ScrollView::Draw(UIContext &dc) {
}
dc.PushScissor(bounds_);
dc.FillRect(bg_, bounds_);
// For debugging layout issues, this can be useful.
// dc.FillRect(Drawable(0x60FF00FF), bounds_);
views_[0]->Draw(dc);

View file

@ -106,6 +106,7 @@ protected:
// It simply centers the child view.
class FrameLayout : public ViewGroup {
public:
FrameLayout(LayoutParams *layoutParams = nullptr) : ViewGroup(layoutParams) {}
void Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert) override;
void Layout() override;
};
@ -193,6 +194,7 @@ public:
spacing_ = spacing;
}
std::string DescribeLog() const override { return (orientation_ == ORIENT_HORIZONTAL ? "LinearLayoutHoriz: " : "LinearLayoutVert: ") + View::DescribeLog(); }
Margins padding;
protected:
Orientation orientation_;

View file

@ -250,6 +250,16 @@ void ReloadAllPostShaderInfo(Draw::DrawContext *draw) {
LoadPostShaderInfo(draw, directories);
}
void RemoveUnknownPostShaders(std::vector<std::string> *names) {
for (auto iter = names->begin(); iter != names->end(); ) {
if (GetPostShaderInfo(*iter) == nullptr) {
iter = names->erase(iter);
} else {
++iter;
}
}
}
const ShaderInfo *GetPostShaderInfo(const std::string &name) {
for (size_t i = 0; i < shaderInfo.size(); i++) {
if (shaderInfo[i].section == name)

View file

@ -114,3 +114,4 @@ const std::vector<ShaderInfo> &GetAllPostShaderInfo();
const TextureShaderInfo *GetTextureShaderInfo(const std::string &name);
const std::vector<TextureShaderInfo> &GetAllTextureShaderInfo();
void RemoveUnknownPostShaders(std::vector<std::string> *names);

View file

@ -879,6 +879,7 @@ void PresentationCommon::CalculateRenderResolution(int *width, int *height, int
std::vector<const ShaderInfo *> shaderInfo;
if (!g_Config.vPostShaderNames.empty()) {
ReloadAllPostShaderInfo(draw_);
RemoveUnknownPostShaders(&g_Config.vPostShaderNames);
shaderInfo = GetFullPostShadersChain(g_Config.vPostShaderNames);
}

View file

@ -203,14 +203,16 @@ void DisplayLayoutScreen::CreateViews() {
// impossible.
root_->SetExclusiveTouch(true);
ScrollView *leftScrollView = new ScrollView(ORIENT_VERTICAL, new AnchorLayoutParams(400.0f, FILL_PARENT, 10.f, 10.f, NONE, 10.f, false));
ViewGroup *leftColumn = new LinearLayout(ORIENT_VERTICAL);
ScrollView *leftScrollView = new ScrollView(ORIENT_VERTICAL, new AnchorLayoutParams(420.0f, FILL_PARENT, 0.f, 0.f, NONE, 0.f, false));
LinearLayout *leftColumn = new LinearLayout(ORIENT_VERTICAL);
leftColumn->padding.SetAll(8.0f);
leftScrollView->Add(leftColumn);
leftScrollView->SetClickableBackground(true);
root_->Add(leftScrollView);
ScrollView *rightScrollView = new ScrollView(ORIENT_VERTICAL, new AnchorLayoutParams(300.0f, FILL_PARENT, NONE, 10.f, 10.f, 10.f, false));
ViewGroup *rightColumn = new LinearLayout(ORIENT_VERTICAL);
ScrollView *rightScrollView = new ScrollView(ORIENT_VERTICAL, new AnchorLayoutParams(300.0f, FILL_PARENT, NONE, 0.f, 0.f, 0.f, false));
LinearLayout *rightColumn = new LinearLayout(ORIENT_VERTICAL);
rightColumn->padding.SetAll(8.0f);
rightScrollView->Add(rightColumn);
rightScrollView->SetClickableBackground(true);
root_->Add(rightScrollView);
@ -218,6 +220,11 @@ void DisplayLayoutScreen::CreateViews() {
LinearLayout *bottomControls = new LinearLayout(ORIENT_HORIZONTAL, new AnchorLayoutParams(NONE, NONE, NONE, 10.0f, false));
root_->Add(bottomControls);
// Set backgrounds for readability
Drawable backgroundWithAlpha(GetBackgroundColorWithAlpha(*screenManager()->getUIContext()));
leftColumn->SetBG(backgroundWithAlpha);
rightColumn->SetBG(backgroundWithAlpha);
if (!IsVREnabled()) {
auto stretch = new CheckBox(&g_Config.bDisplayStretch, gr->T("Stretch"));
rightColumn->Add(stretch);
@ -273,7 +280,13 @@ void DisplayLayoutScreen::CreateViews() {
leftColumn->Add(new ItemHeader(gr->T("Postprocessing shaders")));
std::set<std::string> alreadyAddedShader;
settingsVisible_.resize(g_Config.vPostShaderNames.size());
// If there's a single post shader and we're just entering the dialog,
// auto-open the settings.
if (settingsVisible_.empty() && g_Config.vPostShaderNames.size() == 1) {
settingsVisible_.push_back(true);
} else if (settingsVisible_.size() < g_Config.vPostShaderNames.size()) {
settingsVisible_.resize(g_Config.vPostShaderNames.size());
}
static ContextMenuItem postShaderContextMenu[] = {
{ "Move Up", "I_ARROW_UP" },

View file

@ -356,6 +356,10 @@ void DrawBackground(UIContext &dc, float alpha, float x, float y, float z) {
}
}
uint32_t GetBackgroundColorWithAlpha(UIContext &dc) {
return colorAlpha(colorBlend(dc.GetTheme().backgroundColor, 0, 0.5f), 0.65f); // 0.65 = 166 = A6
}
void DrawGameBackground(UIContext &dc, const Path &gamePath, float x, float y, float z, bool darkenBackground) {
using namespace Draw;
using namespace UI;
@ -379,7 +383,7 @@ void DrawGameBackground(UIContext &dc, const Path &gamePath, float x, float y, f
dc.Begin();
if (darkenBackground) {
uint32_t color = colorAlpha(colorBlend(dc.GetTheme().backgroundColor, 0, 0.5f), 0.65f);
uint32_t color = GetBackgroundColorWithAlpha(dc);
dc.FillRect(UI::Drawable(color), dc.GetBounds());
dc.Flush();
}

View file

@ -192,3 +192,5 @@ private:
float cutOffY_;
bool showing_ = false;
};
uint32_t GetBackgroundColorWithAlpha(UIContext &dc);

View file

@ -1597,34 +1597,6 @@
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</DeploymentContent>
</None>
<None Include="Content\shaders\grayscale.fsh">
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='UWP Gold|x64'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='UWP Gold|Win32'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='UWP Gold|ARM64'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='UWP Gold|ARM'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</DeploymentContent>
</None>
<None Include="Content\shaders\inversecolors.fsh">
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='UWP Gold|x64'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='UWP Gold|Win32'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='UWP Gold|ARM64'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='UWP Gold|ARM'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</DeploymentContent>
</None>
<None Include="Content\shaders\natural.fsh">
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='UWP Gold|x64'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</DeploymentContent>
@ -1774,4 +1746,4 @@
<Import Project="$(VSINSTALLDIR)\Common7\IDE\Extensions\Microsoft\VsGraphics\MeshContentTask.targets" />
<Import Project="$(VSINSTALLDIR)\Common7\IDE\Extensions\Microsoft\VsGraphics\ShaderGraphContentTask.targets" />
</ImportGroup>
</Project>
</Project>

View file

@ -273,12 +273,6 @@
<None Include="Content\shaders\GaussianDownscale.fsh">
<Filter>Content\shaders</Filter>
</None>
<None Include="Content\shaders\grayscale.fsh">
<Filter>Content\shaders</Filter>
</None>
<None Include="Content\shaders\inversecolors.fsh">
<Filter>Content\shaders</Filter>
</None>
<None Include="Content\flash0\font\jpn0.pgf">
<Filter>Content\flash0\font</Filter>
</None>
@ -377,4 +371,4 @@
<Filter>Content</Filter>
</Font>
</ItemGroup>
</Project>
</Project>

View file

@ -831,9 +831,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-لون
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -848,10 +848,8 @@ Contrast = Contrast
CRT = CRT خطوط الفحص
FXAA = FXAA منعم الحواف
Gamma = Gamma
Grayscale = ‎التدرج الرمادي
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = ‎عكس الألوان
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = ‎الألوان الحقيقية
NaturalA = Natural Colors (no blur)

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = CRT scanlines
FXAA = FXAA Antialiasing
Gamma = Gamma
Grayscale = Grayscale
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Inverse Colors
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Natural Colors
NaturalA = Natural Colors (no blur)

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = CRT scanlines
FXAA = FXAA Antialiasing
Gamma = Gamma
Grayscale = Сива скала
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Противоположни цветове
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Natural Colors
NaturalA = Natural Colors (no blur)

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = CRT scanlines
FXAA = FXAA Antialiasing
Gamma = Gamma
Grayscale = Grayscale
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Inverse Colors
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Natural Colors
NaturalA = Natural Colors (no blur)

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Barva
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = Skenovací řádky CRT
FXAA = Vyhlazování hran FXAA
Gamma = Gamma
Grayscale = Stupně šedi
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Inverzní barvy
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Přirozené barvy
NaturalA = Natural Colors (no blur)

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = CRT scanlinier
FXAA = FXAA Antialiasing
Gamma = Gamma
Grayscale = Gråskala
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Inverterede farver
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Naturlige farver
NaturalA = Natural Colors (no blur)

View file

@ -824,8 +824,8 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HqGLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AAColor
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = CRT Scanlines
FXAA = FXAA
Gamma = Gamma
Grayscale = Graustufen
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Farben invertieren
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Natürliche Farben
NaturalA = Natürliche Farben (kein Blur)

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = CRT scanlines
FXAA = FXAA Antialiasing
Gamma = Gamma
Grayscale = Grayscale
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Inverse Colors
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Natural Colors
NaturalA = Natural Colors (no blur)

View file

@ -818,9 +818,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = Amount
Black border = Black border
@ -833,10 +833,8 @@ Contrast = Contrast
CRT = CRT scanlines
FXAA = FXAA Antialiasing
Gamma = Gamma
Grayscale = Grayscale
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Inverse Colors
Natural = Natural Colors
NaturalA = Natural Colors (no blur)
Off = Off

View file

@ -824,8 +824,8 @@ Undo last save = Deshacer guard. de estado
[PostShaders]
(duplicated setting, previous slider will be used) = (configuración duplicada, se usará la anterior)
4xHqGLSL = 4xHQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA + color
Amount = Cantidad
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contraste
CRT = Pantalla de tubo (CRT)
FXAA = Antialiasing por FXAA
Gamma = Gamma
Grayscale = Escala de grises
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensidad
InverseColors = Invertir colores
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Colores naturales
NaturalA = Colores naturales (sin difuminar)

View file

@ -823,7 +823,7 @@ Undo last save = Deshacer guard. de estado
[PostShaders]
(duplicated setting, previous slider will be used) = (configuraciones duplicadas, se usará la anterior)
4xHqGLSL = 4×HQ GLSL
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5×BR
5xBR-lv2 = 5×BR-lv2
AAColor = AA + Color
@ -840,10 +840,8 @@ Contrast = Contraste
CRT = Pantalla de tubo (CRT)
FXAA = Antialiasing por FXAA
Gamma = Gamma
Grayscale = Escala de grises
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensidad
InverseColors = Invertir colores
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Colores naturales
NaturalA = Colores naturales (sin desenfoques)

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = CRT scanlines
FXAA = FXAA Antialiasing
Gamma = Gamma
Grayscale = Grayscale
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Inverse Colors
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Natural Colors
NaturalA = Natural Colors (no blur)

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = CRT scanlines
FXAA = FXAA Antialiasing
Gamma = Gamma
Grayscale = Grayscale
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Inverse Colors
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Natural Colors
NaturalA = Natural Colors (no blur)

View file

@ -840,10 +840,8 @@ Contrast = Contraste
CRT = Lignes de balayage CRT
FXAA = Anticrénelage FXAA
Gamma = Gamma
Grayscale = Niveaux de gris
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensité
InverseColors = Couleurs inversées
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Couleurs naturelles
NaturalA = Couleurs naturelles (sans flou)

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA + cor
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = Monitor con «scanlines» (CRT)
FXAA = Antialiasing FXAA
Gamma = Gamma
Grayscale = Escala de grises
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Invertir cores
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Cores naturais
NaturalA = Natural Colors (no blur)

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = Γραμμές σάρωσης CRT
FXAA = Εξομάλυνση κορυφών FXAA
Gamma = Gamma
Grayscale = Ασπρόμαυρο
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Αντιστροφή Χρωμάτων
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Φυσικά Χρώματα
NaturalA = Natural Colors (no blur)

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = CRT scanlines
FXAA = FXAA Antialiasing
Gamma = Gamma
Grayscale = Grayscale
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Inverse Colors
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Natural Colors
NaturalA = Natural Colors (no blur)

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = CRT scanlines
FXAA = FXAA Antialiasing
Gamma = Gamma
Grayscale = Grayscale
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Inverse Colors
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Natural Colors
NaturalA = Natural Colors (no blur)

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = CRT scanlines
FXAA = FXAA Antialiasing
Gamma = Gamma
Grayscale = Grayscale
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Izmijeni boje
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Prirodne boje
NaturalA = Prirodne boje (bez zamućivanja)

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = Mennyiség
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Kontraszt
CRT = CRT
FXAA = FXAA élsimítás
Gamma = Gamma
Grayscale = Szürkeárnyalatos
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Erősség
InverseColors = Színek megfordítása
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Természetes színek
NaturalA = Természetes színek (elmosódás nélkül)

View file

@ -823,9 +823,9 @@ Undo last save = Urungkan penyimpanan terakhir
[PostShaders]
(duplicated setting, previous slider will be used) = (pengaturan duplikat, penggeser sebelumnya akan digunakan)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = Warna AA
Amount = Nominal
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Kontras
CRT = CRT
FXAA = Mengurangi Artifak Distorsi (FXAA)
Gamma = Gamma
Grayscale = Abu-abu
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensitas
InverseColors = Warna Terbalik
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Warna Natural
NaturalA = Warna Natural (tidak kabur)

View file

@ -796,8 +796,8 @@ Undo last save = Annulla ultimo salvataggio
[PostShaders]
(duplicated setting, previous slider will be used) = (parametri duplicati, verrà usata la precedente regolazione)
4xHqGLSL = 4xHQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = Colore AA
Amount = Quantità
Animation speed (0 -> disable) = Velocità animazione (0 -> disabilita)
@ -812,10 +812,8 @@ Contrast = Contrasto
CRT = Linee di scansione CRT
FXAA = Antialiasing FXAA
Gamma = Gamma
Grayscale = Scala di grigi
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensità
InverseColors = Colori invertiti
MitchellNetravali = Upscaler Bicubico (Mitchell-Netravali)
Natural = Colori naturali
NaturalA = Colori naturali (nessuna sfocatura)

View file

@ -794,9 +794,9 @@ Undo last save = セーブ内容を戻す
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -811,10 +811,8 @@ Contrast = Contrast
CRT = CRT scanlines
FXAA = FXAA Antialiasing
Gamma = Gamma
Grayscale = Grayscale
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Inverse Colors
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Natural Colors
NaturalA = Natural Colors (no blur)

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = CRT scanlines
FXAA = FXAA Antialiasing
Gamma = Gamma
Grayscale = Keabu-abuan
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Warna kebalik
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Warna Natural
NaturalA = Natural Colors (no blur)

View file

@ -794,9 +794,9 @@ Undo last save = 마지막 저장 실행 취소
[PostShaders]
(duplicated setting, previous slider will be used) = (설정이 중복되면 이전 슬라이더가 사용됩니다.)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-색상
Amount =
Black border = 검정 테두리
@ -809,10 +809,8 @@ Contrast = 명암
CRT = CRT 스캔라인
FXAA = FXAA 안티 에일리어싱
Gamma = 감마
Grayscale = 그레이스케일
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = 강도
InverseColors = 색 반전
Natural = 자연스러운 색상
NaturalA = 자연스러운 색상 (흐림 없음)
Off =

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = CRT
FXAA = FXAA
Gamma = Gamma
Grayscale = Grayscale
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = InverseColors
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Natural
NaturalA = Natural Colors (no blur)

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Spalva
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = CRT skenavimo linjos
FXAA = FXAA Antialiasing
Gamma = Gamma
Grayscale = Grayscale
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Perkeisti spalvas
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Naturalios spalvos
NaturalA = Natural Colors (no blur)

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = Warna AA
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = CRT scanlines
FXAA = FXAA Anti aliasing
Gamma = Gamma
Grayscale = Grayscale
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Terbalikkan warna
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Warna asli
NaturalA = Natural Colors (no blur)

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-kleur
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = CRT-scanlijnen
FXAA = FXAA-antialiasing
Gamma = Gamma
Grayscale = Grijswaarden
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Omgekeerde kleuren
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Natuurlijke kleuren
NaturalA = Natural Colors (no blur)

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = CRT scanlines
FXAA = FXAA Antialiasing
Gamma = Gamma
Grayscale = Gråtoneskala
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Inverse Colors
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Natural Colors
NaturalA = Natural Colors (no blur)

View file

@ -824,8 +824,8 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = Skalowanie 4×HQ
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = Kolor AA
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = Imitacja monitora CRT
FXAA = Wygładzanie FXAA
Gamma = Gamma
Grayscale = Skala szarości
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Odwrócenie kolorów
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Naturalne kolory
NaturalA = Naturalne kolory (bez rozmycia)

View file

@ -818,9 +818,9 @@ Undo last save = Desfazer o último salvamento
[PostShaders]
(duplicated setting, previous slider will be used) = (Configuração duplicada, o slider anterior será usado)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = Cores-do-AA
Amount = Quantidade
Black border = Borda preta
@ -833,10 +833,8 @@ Contrast = Contraste
CRT = Scanlines do CRT
FXAA = Anti-aliasing do FXAA
Gamma = Gama
Grayscale = Tons de cinza
GreenLevel = Nível verde
Intensity = Intensidade
InverseColors = Cores invertidas
Natural = Cores naturais
NaturalA = Cores naturais (sem borrão)
Off = Desligado

View file

@ -818,9 +818,9 @@ Undo last save = Desfazer o último salvamento
[PostShaders]
(duplicated setting, previous slider will be used) = (Definição duplicada, o slider anterior será usado)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = Cores-do-AA
Amount = Quantidade
Black border = Borda preta
@ -833,10 +833,8 @@ Contrast = Contraste
CRT = Scanlines do CRT
FXAA = Anti-aliasing do FXAA
Gamma = Gama
Grayscale = Tons de cinza
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensidade
InverseColors = Cores invertidas
Natural = Cores naturais
NaturalA = Cores naturais (sem borrão)
Off = Desligado

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = CRT scanlines
FXAA = FXAA Antialiasing
Gamma = Gamma
Grayscale = Grayscale
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Culori Inversate
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Culori Naturale
NaturalA = Natural Colors (no blur)

View file

@ -794,9 +794,9 @@ Undo last save = Отменить последнее сохранение
[PostShaders]
(duplicated setting, previous slider will be used) = (дублированная настройка, используется предыдущий ползунок)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-цвета
Amount = Размер
Animation speed (0 -> disable) = Скорость анимации (0 -> disable)
@ -811,10 +811,8 @@ Contrast = Контрастность
CRT = ЭЛТ-развертка
FXAA = Сглаживание FXAA
Gamma = Gamma
Grayscale = Оттенки серого
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Интенсивность
InverseColors = Инвертированные цвета
MitchellNetravali = Бикубический (Mitchell-Netravali) апскейлер
Natural = Естественные цвета
NaturalA = Естественные цвета (без размытия)

View file

@ -795,8 +795,8 @@ Undo last save = Ångra senaste spar
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HqGLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AAColor
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -811,10 +811,8 @@ Contrast = Contrast
CRT = CRT scanlines
FXAA = FXAA
Gamma = Gamma
Grayscale = Gråskala
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = InverseColors
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Natural
NaturalA = Natural Colors (no blur)

View file

@ -824,8 +824,8 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4テ幽Q GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = CRT scanlines
FXAA = FXAA Antialiasing
Gamma = Gamma
Grayscale = Grayscale
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Inverse Colors
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Natural Colors
NaturalA = Natural Colors (no blur)

View file

@ -840,10 +840,8 @@ Contrast = ความคมชัด
CRT = ภาพออกโทนเหลืองขึ้นเส้น
FXAA = ภาพเน้นลบขอบรอยหยัก
Gamma = แกมม่า
Grayscale = ภาพโทนสีเทา
GreenLevel = ระดับสีเขียว
Intensity = ความเข้มของแสง
InverseColors = ภาพสีกลับ
MitchellNetravali = ภาพอัพสเกลแบบไบคิวบิค (มิทเชลล์-เนทราวาลิ)
Natural = ภาพเน้นสีธรรมชาติ
NaturalA = ภาพเน้นสีธรรมชาติ (ไม่เบลอ)

View file

@ -824,9 +824,9 @@ Undo last load = Son yüklemeyi geri al
Undo last save = Son kaydetmeyi geri al
[PostShaders]
(duplicated setting, previous slider will be used) = (yinelenen ayar, önceki kaydırıcı kullanılacaktır)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = Miktar
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -841,10 +841,8 @@ Contrast = Karşıtlık
CRT = CRT tarama çizgileri
FXAA = FXAA Kenar Yumuşatma
Gamma = Gamma
Grayscale = Gri tonlama
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Yoğunluk
InverseColors = Ters Renkler
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Doğal Renkler
NaturalA = Doğal Renkler (bulanıklık yok)

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Кольори
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Контраст
CRT = Кінескоп 1
FXAA = FXAA згладжування
Gamma = Гамма
Grayscale = Відтінки сірого
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Інтенсивність
InverseColors = Зворотні кольори
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Натуральні кольори
NaturalA = Натуральні кольори (без розмиття)

View file

@ -823,9 +823,9 @@ Undo last save = Undo last save
[PostShaders]
(duplicated setting, previous slider will be used) = (duplicated setting, previous slider will be used)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-màu
Amount = Amount
Animation speed (0 -> disable) = Animation speed (0 -> disable)
@ -840,10 +840,8 @@ Contrast = Contrast
CRT = CRT đường quét
FXAA = Chống răng cưa FXAA
Gamma = Gamma
Grayscale = Đen trắng
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = Intensity
InverseColors = Màu âm bản
MitchellNetravali = Bicubic (Mitchell-Netravali) Upscaler
Natural = Màu tự nhiên (mờ)
NaturalA = Màu tự nhiên (không mờ)

View file

@ -824,9 +824,9 @@ Undo last save = 撤销保存
[PostShaders]
(duplicated setting, previous slider will be used) = (设置重复, 将使用上面滑块的值)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = 数量
Animation speed (0 -> disable) = 动画速度(0->禁用)
@ -840,10 +840,8 @@ Contrast = 对比度
CRT = CRT 扫描线
FXAA = FXAA (快速近似抗锯齿)
Gamma = 伽马值
Grayscale = 灰度图
GreenLevel = GreenLevel
GreenLevel = Green level
Intensity = 强度
InverseColors = 反色
Natural = 自然色
NaturalA = 自然色(无模糊)
Off = 关闭

View file

@ -794,9 +794,9 @@ Undo last save = 復原上次儲存
[PostShaders]
(duplicated setting, previous slider will be used) = (重複的設定,將使用上一個滑桿)
4xHqGLSL = 4×HQ GLSL
5xBR = 5xBR
5xBR-lv2 = 5xBR-lv2
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
AAColor = AA-Color
Amount = 數量
Black border = 黑色框線
@ -809,10 +809,8 @@ Contrast = 對比度
CRT = CRT 掃描線
FXAA = FXAA 消除鋸齒
Gamma = 色差補正
Grayscale = 灰階
GreenLevel = 綠色色階
Intensity = 濃度
InverseColors = 反轉色彩
Natural = 自然色彩
NaturalA = 自然色彩 (無模糊)
Off = 關閉

View file

@ -28,13 +28,18 @@ Name=Vignette
Author=Henrik
Fragment=vignette.fsh
Vertex=fxaa.vsh
[Grayscale]
Name=Grayscale
Author=Henrik
Fragment=grayscale.fsh
Vertex=fxaa.vsh
SettingName1=Power
SettingDefaultValue1=0.6
SettingMaxValue1=2.0
SettingMinValue1=0.1
SettingStep1=0.1
SettingName2=Aspect
SettingDefaultValue2=1.0
SettingMaxValue2=2.0
SettingMinValue2=0.5
SettingStep2=0.1
[Bloom]
Name=Bloom
Name=Bloom Shader
Fragment=bloom.fsh
Vertex=fxaa.vsh
SettingName1=Amount
@ -52,13 +57,8 @@ Vertex=fxaa.vsh
SettingName1=Amount
SettingDefaultValue1=1.5
SettingMaxValue1=3.0
SettingMinValue1=1.0
SettingMinValue1=0.1
SettingStep1=0.1
[InverseColors]
Name=Inverse Colors
Author=Henrik
Fragment=inversecolors.fsh
Vertex=fxaa.vsh
[Scanlines]
Name=Scanlines (CRT)
Fragment=scanlines.fsh

View file

@ -1,16 +0,0 @@
// Simple grayscale shader
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D sampler0;
varying vec2 v_texcoord0;
void main() {
vec3 rgb = texture2D(sampler0, v_texcoord0.xy).xyz;
float luma = dot(rgb, vec3(0.299, 0.587, 0.114));
gl_FragColor.rgb = vec3(luma, luma, luma);
gl_FragColor.a = 1.0;
}

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@ -1,19 +0,0 @@
// Simple false color shader
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D sampler0;
varying vec2 v_texcoord0;
void main() {
vec3 rgb = texture2D(sampler0, v_texcoord0.xy).xyz;
float luma = dot(rgb, vec3(0.299, 0.587, 0.114));
vec3 gray = vec3(luma, luma, luma) - 0.5;
rgb -= vec3(0.5, 0.5, 0.5);
gl_FragColor.rgb = mix(rgb, gray, 2.0) + 0.5;
gl_FragColor.a = 1.0;
}

View file

@ -8,9 +8,15 @@ precision mediump int;
uniform sampler2D sampler0;
varying vec2 v_texcoord0;
uniform vec4 u_setting;
void main() {
float vignette = 1.1 - 0.6 * (dot(v_texcoord0 - 0.5, v_texcoord0 - 0.5) * 2.0);
vec2 diff = v_texcoord0 - 0.5;
diff.x *= u_setting.y;
diff.y /= u_setting.y;
float vignette = 1.0 - min(1.0, u_setting.x * (dot(diff, diff) * 2.0));
vec3 rgb = texture2D(sampler0, v_texcoord0.xy).xyz;
rgb *= vignette;
gl_FragColor.rgb = vignette * rgb;
gl_FragColor.a = 1.0;
}