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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-21 23:31:30 +11:00
Add BACKGROUND_INTENSITY to other simpletex shaders
This commit is contained in:
parent
607c0979bb
commit
129604300d
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@ -40,6 +40,9 @@
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> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
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- 0.0: Colours are normal
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- 2.0: Colours are too dark...
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> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
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- 0.0: No background texture
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- 1.0: Background texture is clearly visible
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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@ -59,6 +62,7 @@
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#pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05
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#pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05
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#pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05
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#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05
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layout(push_constant) uniform Push
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{
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@ -67,6 +71,7 @@ layout(push_constant) uniform Push
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float GRID_BIAS;
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float DARKEN_GRID;
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float DARKEN_COLOUR;
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float BACKGROUND_INTENSITY;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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@ -203,7 +208,7 @@ void main()
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// Note: Have to calculate luminosity a second time... tiresome, but
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// it's not a particulary expensive operation...
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luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
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colour.rgb = mix(colour.rgb, bgTexture.rgb, luma);
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colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY);
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FragColor = vec4(colour.rgb, 1.0);
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}
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@ -40,6 +40,9 @@
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> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
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- 0.0: Colours are normal
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- 2.0: Colours are too dark...
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> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
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- 0.0: No background texture
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- 1.0: Background texture is clearly visible
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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@ -59,6 +62,7 @@
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#pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05
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#pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05
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#pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05
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#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05
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layout(push_constant) uniform Push
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{
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@ -67,6 +71,7 @@ layout(push_constant) uniform Push
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float GRID_BIAS;
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float DARKEN_GRID;
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float DARKEN_COLOUR;
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float BACKGROUND_INTENSITY;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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@ -203,7 +208,7 @@ void main()
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// Note: Have to calculate luminosity a second time... tiresome, but
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// it's not a particulary expensive operation...
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luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
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colour.rgb = mix(colour.rgb, bgTexture.rgb, luma);
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colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY);
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FragColor = vec4(colour.rgb, 1.0);
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}
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@ -40,6 +40,9 @@
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> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
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- 0.0: Colours are normal
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- 2.0: Colours are too dark...
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> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
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- 0.0: No background texture
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- 1.0: Background texture is clearly visible
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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@ -59,6 +62,7 @@
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#pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05
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#pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05
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#pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05
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#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05
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layout(push_constant) uniform Push
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{
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@ -67,6 +71,7 @@ layout(push_constant) uniform Push
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float GRID_BIAS;
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float DARKEN_GRID;
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float DARKEN_COLOUR;
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float BACKGROUND_INTENSITY;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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@ -203,7 +208,7 @@ void main()
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// Note: Have to calculate luminosity a second time... tiresome, but
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// it's not a particulary expensive operation...
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luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
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colour.rgb = mix(colour.rgb, bgTexture.rgb, luma);
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colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY);
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FragColor = vec4(colour.rgb, 1.0);
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}
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@ -36,6 +36,9 @@
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> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
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- 0.0: Colours are normal
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- 2.0: Colours are too dark...
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> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
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- 0.0: No background texture
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- 1.0: Background texture is clearly visible
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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@ -55,6 +58,7 @@
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#pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05
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#pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05
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#pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05
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#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05
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layout(push_constant) uniform Push
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{
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@ -63,6 +67,7 @@ layout(push_constant) uniform Push
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float GRID_BIAS;
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float DARKEN_GRID;
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float DARKEN_COLOUR;
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float BACKGROUND_INTENSITY;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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@ -181,7 +186,7 @@ void main()
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// Note: Have to calculate luminosity a second time... tiresome, but
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// it's not a particulary expensive operation...
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luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
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colour.rgb = mix(colour.rgb, bgTexture.rgb, luma);
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colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY);
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FragColor = vec4(colour.rgb, 1.0);
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}
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@ -36,6 +36,9 @@
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> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
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- 0.0: Colours are normal
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- 2.0: Colours are too dark...
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> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
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- 0.0: No background texture
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- 1.0: Background texture is clearly visible
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This program is free software; you can redistribute it and/or modify it
|
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under the terms of the GNU General Public License as published by the Free
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@ -55,6 +58,7 @@
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#pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05
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#pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05
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#pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05
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#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05
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layout(push_constant) uniform Push
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{
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@ -63,6 +67,7 @@ layout(push_constant) uniform Push
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float GRID_BIAS;
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float DARKEN_GRID;
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float DARKEN_COLOUR;
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float BACKGROUND_INTENSITY;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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@ -181,7 +186,7 @@ void main()
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// Note: Have to calculate luminosity a second time... tiresome, but
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// it's not a particulary expensive operation...
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luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
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colour.rgb = mix(colour.rgb, bgTexture.rgb, luma);
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colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY);
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FragColor = vec4(colour.rgb, 1.0);
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}
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@ -41,6 +41,9 @@
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> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
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- 0.0: Colours are normal
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- 2.0: Colours are too dark...
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> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
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- 0.0: No background texture
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- 1.0: Background texture is clearly visible
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This program is free software; you can redistribute it and/or modify it
|
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under the terms of the GNU General Public License as published by the Free
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@ -60,6 +63,7 @@
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#pragma parameter GRID_BIAS "Grid Bias" 0.5 0.0 1.0 0.01
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#pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.01
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#pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.01
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#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05
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layout(push_constant) uniform Push
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{
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@ -68,6 +72,7 @@ layout(push_constant) uniform Push
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float GRID_BIAS;
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float DARKEN_GRID;
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float DARKEN_COLOUR;
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float BACKGROUND_INTENSITY;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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@ -195,7 +200,7 @@ void main()
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// Note: Have to calculate luminosity a second time... tiresome, but
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// it's not a particulary expensive operation...
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luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
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colour.rgb = mix(colour.rgb, bgTexture.rgb, luma);
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colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY);
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FragColor = vec4(colour.rgb, 1.0);
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}
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@ -41,6 +41,9 @@
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> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
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- 0.0: Colours are normal
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- 2.0: Colours are too dark...
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> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
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- 0.0: No background texture
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- 1.0: Background texture is clearly visible
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This program is free software; you can redistribute it and/or modify it
|
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under the terms of the GNU General Public License as published by the Free
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@ -60,6 +63,7 @@
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#pragma parameter GRID_BIAS "Grid Bias" 0.5 0.0 1.0 0.01
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#pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.01
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#pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.01
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#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05
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layout(push_constant) uniform Push
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{
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@ -68,6 +72,7 @@ layout(push_constant) uniform Push
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float GRID_BIAS;
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float DARKEN_GRID;
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float DARKEN_COLOUR;
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float BACKGROUND_INTENSITY;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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@ -195,7 +200,7 @@ void main()
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// Note: Have to calculate luminosity a second time... tiresome, but
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// it's not a particulary expensive operation...
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luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
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colour.rgb = mix(colour.rgb, bgTexture.rgb, luma);
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colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY);
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FragColor = vec4(colour.rgb, 1.0);
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}
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@ -38,6 +38,9 @@
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> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
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- 0.0: Colours are normal
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- 2.0: Colours are too dark...
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> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
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- 0.0: No background texture
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- 1.0: Background texture is clearly visible
|
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This program is free software; you can redistribute it and/or modify it
|
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under the terms of the GNU General Public License as published by the Free
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@ -57,6 +60,7 @@
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#pragma parameter GRID_BIAS "Grid Bias" 0.5 0.0 1.0 0.01
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#pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.01
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#pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.01
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#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05
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layout(push_constant) uniform Push
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{
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@ -65,6 +69,7 @@ layout(push_constant) uniform Push
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float GRID_BIAS;
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float DARKEN_GRID;
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float DARKEN_COLOUR;
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float BACKGROUND_INTENSITY;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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@ -174,7 +179,7 @@ void main()
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// Note: Have to calculate luminosity a second time... tiresome, but
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// it's not a particulary expensive operation...
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luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
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colour.rgb = mix(colour.rgb, bgTexture.rgb, luma);
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colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY);
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FragColor = vec4(colour.rgb, 1.0);
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}
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@ -14,9 +14,10 @@ textures = "BACKGROUND"
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BACKGROUND = "shaders/simpletex_lcd/png/4k/textured_paper.png"
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BACKGROUND_linear = false
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parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR"
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parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY"
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GRID_INTENSITY = "0.65"
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GRID_WIDTH = "0.65"
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GRID_BIAS = "0.6"
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DARKEN_GRID = "0.0"
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DARKEN_COLOUR = "0.05"
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BACKGROUND_INTENSITY = "1.0"
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@ -14,9 +14,10 @@ textures = "BACKGROUND"
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BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png"
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BACKGROUND_linear = false
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parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR"
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parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY"
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GRID_INTENSITY = "0.65"
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GRID_WIDTH = "0.65"
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GRID_BIAS = "0.6"
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DARKEN_GRID = "0.0"
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DARKEN_COLOUR = "0.05"
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BACKGROUND_INTENSITY = "1.0"
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@ -14,9 +14,10 @@ textures = "BACKGROUND"
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BACKGROUND = "shaders/simpletex_lcd/png/4k/textured_paper.png"
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BACKGROUND_linear = false
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parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR"
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parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY"
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GRID_INTENSITY = "0.65"
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GRID_WIDTH = "0.65"
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GRID_BIAS = "0.6"
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DARKEN_GRID = "0.0"
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DARKEN_COLOUR = "0.05"
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BACKGROUND_INTENSITY = "1.0"
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@ -14,9 +14,10 @@ textures = "BACKGROUND"
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BACKGROUND = "shaders/simpletex_lcd/png/4k/textured_paper.png"
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BACKGROUND_linear = false
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parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR"
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parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY"
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GRID_INTENSITY = "0.65"
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GRID_WIDTH = "0.65"
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GRID_BIAS = "0.6"
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DARKEN_GRID = "0.0"
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DARKEN_COLOUR = "0.05"
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BACKGROUND_INTENSITY = "1.0"
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@ -14,9 +14,10 @@ textures = "BACKGROUND"
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BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png"
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BACKGROUND_linear = false
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parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR"
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parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY"
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GRID_INTENSITY = "0.65"
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GRID_WIDTH = "0.65"
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GRID_BIAS = "0.6"
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DARKEN_GRID = "0.0"
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DARKEN_COLOUR = "0.05"
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BACKGROUND_INTENSITY = "1.0"
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@ -14,9 +14,10 @@ textures = "BACKGROUND"
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BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png"
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BACKGROUND_linear = false
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parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR"
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parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY"
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GRID_INTENSITY = "0.72"
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GRID_WIDTH = "0.94"
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GRID_BIAS = "0.80"
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DARKEN_GRID = "0.0"
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DARKEN_COLOUR = "0.10"
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BACKGROUND_INTENSITY = "1.0"
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@ -14,9 +14,10 @@ textures = "BACKGROUND"
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BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png"
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BACKGROUND_linear = false
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parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR"
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parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY"
|
||||
GRID_INTENSITY = "0.72"
|
||||
GRID_WIDTH = "0.94"
|
||||
GRID_BIAS = "0.80"
|
||||
DARKEN_GRID = "0.0"
|
||||
DARKEN_COLOUR = "0.10"
|
||||
BACKGROUND_INTENSITY = "1.0"
|
||||
|
|
|
@ -14,9 +14,10 @@ textures = "BACKGROUND"
|
|||
BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png"
|
||||
BACKGROUND_linear = false
|
||||
|
||||
parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR"
|
||||
parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY"
|
||||
GRID_INTENSITY = "0.72"
|
||||
GRID_WIDTH = "0.94"
|
||||
GRID_BIAS = "0.80"
|
||||
DARKEN_GRID = "0.0"
|
||||
DARKEN_COLOUR = "0.10"
|
||||
BACKGROUND_INTENSITY = "1.0"
|
||||
|
|
Loading…
Reference in a new issue