mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
Merge pull request #487 from timmcca-be/simpletex_bg_intensity
Add "Background Intensity" parameter to simpletex shaders
This commit is contained in:
commit
d9cf8eaf45
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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
|
||||
- 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
|
||||
|
@ -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 @@
|
|||
> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
|
||||
- 0.0: Colours are normal
|
||||
- 2.0: Colours are too dark...
|
||||
> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
|
||||
- 0.0: No background texture
|
||||
- 1.0: Background texture is clearly visible
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it
|
||||
under the terms of the GNU General Public License as published by the Free
|
||||
|
@ -59,6 +62,7 @@
|
|||
#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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|
|
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@ -40,6 +40,9 @@
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> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
|
||||
- 0.0: Colours are normal
|
||||
- 2.0: Colours are too dark...
|
||||
> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
|
||||
- 0.0: No background texture
|
||||
- 1.0: Background texture is clearly visible
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it
|
||||
under the terms of the GNU General Public License as published by the Free
|
||||
|
@ -59,6 +62,7 @@
|
|||
#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
|
||||
// it's not a particulary expensive operation...
|
||||
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 @@
|
|||
> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
|
||||
- 0.0: Colours are normal
|
||||
- 2.0: Colours are too dark...
|
||||
> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
|
||||
- 0.0: No background texture
|
||||
- 1.0: Background texture is clearly visible
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it
|
||||
under the terms of the GNU General Public License as published by the Free
|
||||
|
@ -59,6 +62,7 @@
|
|||
#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()
|
|||
// Note: Have to calculate luminosity a second time... tiresome, but
|
||||
// it's not a particulary expensive operation...
|
||||
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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|
|
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@ -36,6 +36,9 @@
|
|||
> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
|
||||
- 0.0: Colours are normal
|
||||
- 2.0: Colours are too dark...
|
||||
> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
|
||||
- 0.0: No background texture
|
||||
- 1.0: Background texture is clearly visible
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it
|
||||
under the terms of the GNU General Public License as published by the Free
|
||||
|
@ -55,6 +58,7 @@
|
|||
#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
|
||||
#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;
|
||||
|
@ -181,7 +186,7 @@ void main()
|
|||
// Note: Have to calculate luminosity a second time... tiresome, but
|
||||
// it's not a particulary expensive operation...
|
||||
luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
|
||||
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 @@
|
|||
> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
|
||||
- 0.0: Colours are normal
|
||||
- 2.0: Colours are too dark...
|
||||
> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
|
||||
- 0.0: No background texture
|
||||
- 1.0: Background texture is clearly visible
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it
|
||||
under the terms of the GNU General Public License as published by the Free
|
||||
|
@ -55,6 +58,7 @@
|
|||
#pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05
|
||||
#pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05
|
||||
#pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05
|
||||
#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;
|
||||
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;
|
||||
|
@ -181,7 +186,7 @@ void main()
|
|||
// Note: Have to calculate luminosity a second time... tiresome, but
|
||||
// it's not a particulary expensive operation...
|
||||
luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
|
||||
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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|
|
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@ -41,6 +41,9 @@
|
|||
> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
|
||||
- 0.0: Colours are normal
|
||||
- 2.0: Colours are too dark...
|
||||
> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
|
||||
- 0.0: No background texture
|
||||
- 1.0: Background texture is clearly visible
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it
|
||||
under the terms of the GNU General Public License as published by the Free
|
||||
|
@ -60,6 +63,7 @@
|
|||
#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()
|
|||
// Note: Have to calculate luminosity a second time... tiresome, but
|
||||
// it's not a particulary expensive operation...
|
||||
luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
|
||||
colour.rgb = mix(colour.rgb, bgTexture.rgb, luma);
|
||||
colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY);
|
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|
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FragColor = vec4(colour.rgb, 1.0);
|
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}
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|
|
|
@ -41,6 +41,9 @@
|
|||
> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
|
||||
- 0.0: Colours are normal
|
||||
- 2.0: Colours are too dark...
|
||||
> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
|
||||
- 0.0: No background texture
|
||||
- 1.0: Background texture is clearly visible
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it
|
||||
under the terms of the GNU General Public License as published by the Free
|
||||
|
@ -60,6 +63,7 @@
|
|||
#pragma parameter GRID_BIAS "Grid Bias" 0.5 0.0 1.0 0.01
|
||||
#pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.01
|
||||
#pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.01
|
||||
#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05
|
||||
|
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layout(push_constant) uniform Push
|
||||
{
|
||||
|
@ -68,6 +72,7 @@ layout(push_constant) uniform Push
|
|||
float GRID_BIAS;
|
||||
float DARKEN_GRID;
|
||||
float DARKEN_COLOUR;
|
||||
float BACKGROUND_INTENSITY;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
|
@ -195,7 +200,7 @@ void main()
|
|||
// Note: Have to calculate luminosity a second time... tiresome, but
|
||||
// it's not a particulary expensive operation...
|
||||
luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
|
||||
colour.rgb = mix(colour.rgb, bgTexture.rgb, luma);
|
||||
colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY);
|
||||
|
||||
FragColor = vec4(colour.rgb, 1.0);
|
||||
}
|
||||
|
|
|
@ -38,6 +38,9 @@
|
|||
> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
|
||||
- 0.0: Colours are normal
|
||||
- 2.0: Colours are too dark...
|
||||
> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
|
||||
- 0.0: No background texture
|
||||
- 1.0: Background texture is clearly visible
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it
|
||||
under the terms of the GNU General Public License as published by the Free
|
||||
|
@ -57,6 +60,7 @@
|
|||
#pragma parameter GRID_BIAS "Grid Bias" 0.5 0.0 1.0 0.01
|
||||
#pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.01
|
||||
#pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.01
|
||||
#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
|
@ -65,6 +69,7 @@ layout(push_constant) uniform Push
|
|||
float GRID_BIAS;
|
||||
float DARKEN_GRID;
|
||||
float DARKEN_COLOUR;
|
||||
float BACKGROUND_INTENSITY;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
|
@ -174,7 +179,7 @@ void main()
|
|||
// Note: Have to calculate luminosity a second time... tiresome, but
|
||||
// it's not a particulary expensive operation...
|
||||
luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
|
||||
colour.rgb = mix(colour.rgb, bgTexture.rgb, luma);
|
||||
colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY);
|
||||
|
||||
FragColor = vec4(colour.rgb, 1.0);
|
||||
}
|
||||
|
|
|
@ -14,9 +14,10 @@ textures = "BACKGROUND"
|
|||
BACKGROUND = "shaders/simpletex_lcd/png/4k/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 = "0.65"
|
||||
GRID_WIDTH = "0.65"
|
||||
GRID_BIAS = "0.6"
|
||||
DARKEN_GRID = "0.0"
|
||||
DARKEN_COLOUR = "0.05"
|
||||
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 = "0.65"
|
||||
GRID_WIDTH = "0.65"
|
||||
GRID_BIAS = "0.6"
|
||||
DARKEN_GRID = "0.0"
|
||||
DARKEN_COLOUR = "0.05"
|
||||
BACKGROUND_INTENSITY = "1.0"
|
||||
|
|
|
@ -14,9 +14,10 @@ textures = "BACKGROUND"
|
|||
BACKGROUND = "shaders/simpletex_lcd/png/4k/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 = "0.65"
|
||||
GRID_WIDTH = "0.65"
|
||||
GRID_BIAS = "0.6"
|
||||
DARKEN_GRID = "0.0"
|
||||
DARKEN_COLOUR = "0.05"
|
||||
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 = "0.65"
|
||||
GRID_WIDTH = "0.65"
|
||||
GRID_BIAS = "0.6"
|
||||
DARKEN_GRID = "0.0"
|
||||
DARKEN_COLOUR = "0.05"
|
||||
BACKGROUND_INTENSITY = "1.0"
|
||||
|
|
|
@ -14,9 +14,10 @@ textures = "BACKGROUND"
|
|||
BACKGROUND = "shaders/simpletex_lcd/png/4k/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 = "0.65"
|
||||
GRID_WIDTH = "0.65"
|
||||
GRID_BIAS = "0.6"
|
||||
DARKEN_GRID = "0.0"
|
||||
DARKEN_COLOUR = "0.05"
|
||||
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 = "0.65"
|
||||
GRID_WIDTH = "0.65"
|
||||
GRID_BIAS = "0.6"
|
||||
DARKEN_GRID = "0.0"
|
||||
DARKEN_COLOUR = "0.05"
|
||||
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"
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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