mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 09:51:30 +11:00
760 lines
43 KiB
PHP
760 lines
43 KiB
PHP
/*
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Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel
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Copyright (C) 2019-2022 HyperspaceMadness - HyperspaceMadness@outlook.com
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Incorporates much great feedback from the libretro forum, and thanks
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to Hunterk who helped me get started
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See more at the libretro forum
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https://forums.libretro.com/t/hsm-mega-bezel-reflection-shader-feedback-and-updates
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see [http://www.gnu.org/licenses/].
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*/
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#define HAS_IMAGE_LAYER_PARAMS
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//---------------------------------------------------------------------------------------------------
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// IMAGE LAYERING START
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//---------------------------------------------------------------------------------------------------
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#pragma parameter HSM_LAYER_ORDER_TITLE "[ LAYER ORDER ]:" 0 0 0.01 0.01
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#pragma parameter HSM_BG_LAYER_ORDER " Background Layer" 0 0 12 1
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float HSM_BG_LAYER_ORDER = global.HSM_BG_LAYER_ORDER;
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#pragma parameter HSM_VIEWPORT_VIGNETTE_LAYER_ORDER " Viewport Vignette" 1 0 12 1
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float HSM_VIEWPORT_VIGNETTE_LAYER_ORDER = global.HSM_VIEWPORT_VIGNETTE_LAYER_ORDER;
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#pragma parameter HSM_LED_LAYER_ORDER " LED Layer" 2 0 12 1
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float HSM_LED_LAYER_ORDER = global.HSM_LED_LAYER_ORDER;
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#pragma parameter HSM_DEVICE_LAYER_ORDER " Device Layer" 3 0 12 1
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float HSM_DEVICE_LAYER_ORDER = global.HSM_DEVICE_LAYER_ORDER;
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#pragma parameter HSM_DEVICELED_LAYER_ORDER " Device LED Layer" 4 0 12 1
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float HSM_DEVICELED_LAYER_ORDER = global.HSM_DEVICELED_LAYER_ORDER;
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#pragma parameter HSM_CRT_LAYER_ORDER " CRT Screen Bezel & Frame" 5 0 12 1
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float HSM_CRT_LAYER_ORDER = global.HSM_CRT_LAYER_ORDER;
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#pragma parameter HSM_DECAL_LAYER_ORDER " Decal Layer" 7 0 12 1
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float HSM_DECAL_LAYER_ORDER = global.HSM_DECAL_LAYER_ORDER;
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#pragma parameter HSM_CAB_GLASS_LAYER_ORDER " Cabinet Glass Layer" 9 0 12 1
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float HSM_CAB_GLASS_LAYER_ORDER = global.HSM_CAB_GLASS_LAYER_ORDER;
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#pragma parameter HSM_TOP_LAYER_ORDER " Top Layer" 12 0 12 1
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float HSM_TOP_LAYER_ORDER = global.HSM_TOP_LAYER_ORDER;
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//---------------------------------------------------------------------------------------------------
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// CutOut in Image Layers
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//---------------------------------------------------------------------------------------------------
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#pragma parameter HSM_CUTOUT_TITLE "[ CUTOUT ]:" 0 0 0.01 0.01
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#pragma parameter HSM_CUTOUT_ASPECT_MODE " Cutout Aspect- FULL | EXPL. | 4:3 | 3:4 | 16:9 | 9:16" 4 0 5 1
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float HSM_CUTOUT_ASPECT_MODE = global.HSM_CUTOUT_ASPECT_MODE;
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#pragma parameter HSM_CUTOUT_EXPLICIT_ASPECT " Explicit Aspect" 1.33333 0.01 3 0.01
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float HSM_CUTOUT_EXPLICIT_ASPECT = global.HSM_CUTOUT_EXPLICIT_ASPECT;
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#pragma parameter HSM_CUTOUT_FOLLOW_LAYER " Follow Layer - FULL | TUBE | BZL | BG | DEVICE | DECAL" 0 0 5 1
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float HSM_CUTOUT_FOLLOW_LAYER = global.HSM_CUTOUT_FOLLOW_LAYER;
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#pragma parameter HSM_CUTOUT_FOLLOW_FULL_USES_ZOOM " Follow Full also follows Zoom" 1 0 1 1
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float HSM_CUTOUT_FOLLOW_FULL_USES_ZOOM = global.HSM_CUTOUT_FOLLOW_FULL_USES_ZOOM;
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#pragma parameter HSM_CUTOUT_KEEP_ASPECT " Scale Aspect - INHERIT FROM SCALE MODE | KEEP ASPECT" 1 0 1 1
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float HSM_CUTOUT_KEEP_ASPECT = global.HSM_CUTOUT_KEEP_ASPECT;
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#pragma parameter HSM_CUTOUT_SCALE " Scale" 100 -100 200 0.1
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float HSM_CUTOUT_SCALE = global.HSM_CUTOUT_SCALE / 100;
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#pragma parameter HSM_CUTOUT_SCALE_X " Scale X" 100 -100 200 0.1
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float HSM_CUTOUT_SCALE_X = global.HSM_CUTOUT_SCALE_X / 100;
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#pragma parameter HSM_CUTOUT_POS_X " Position XY" 0 -100 200 0.05
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float HSM_CUTOUT_POS_X = global.HSM_CUTOUT_POS_X / -100;
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#pragma parameter HSM_CUTOUT_POS_Y " Position Y" 0 -100 200 0.05
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float HSM_CUTOUT_POS_Y = global.HSM_CUTOUT_POS_Y / 100;
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#pragma parameter HSM_CUTOUT_CORNER_RADIUS " Corner Radius - Def 0" 0 0 70 1
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float HSM_CUTOUT_CORNER_RADIUS = global.HSM_CUTOUT_CORNER_RADIUS;
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//---------------------------------------------------------------------------------------------------
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// MASK DEBUG
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//---------------------------------------------------------------------------------------------------
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#pragma parameter HSM_MASK_DEBUG_TITLE "[ MASK DEBUG ]:" 0 0 0.01 0.01
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#pragma parameter HSM_LAYERING_DEBUG_MASK_MODE " Mask - ALL | SCRN | TUBE | BZ- | BZ | BZ+ | FRM | FRM+ | BG" -1 -2 8 1
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float HSM_LAYERING_DEBUG_MASK_MODE = global.HSM_LAYERING_DEBUG_MASK_MODE;
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//---------------------------------------------------------------------------------------------------
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// BG IMAGE
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//---------------------------------------------------------------------------------------------------
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#pragma parameter HSM_BACKGROUND_TITLE "[ BACKGROUND LAYER ]:" 0 0 0.01 0.01
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#pragma parameter HSM_BG_OPACITY " Opacity" 100 0 100 0.1
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float HSM_BG_OPACITY = global.HSM_BG_OPACITY / 100;
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#pragma parameter HSM_BG_COLORIZE_ON " Colorize On" 0 0 1 1
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float HSM_BG_COLORIZE_ON = global.HSM_BG_COLORIZE_ON;
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#pragma parameter HSM_BG_HUE " Hue Offset" 0 0 360 1
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float HSM_BG_HUE = global.HSM_BG_HUE / 360;
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#pragma parameter HSM_BG_SATURATION " Saturation" 100 0 200 1
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float HSM_BG_SATURATION = global.HSM_BG_SATURATION / 100;
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#pragma parameter HSM_BG_BRIGHTNESS " Brightness" 100 0 200 1
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float HSM_BG_BRIGHTNESS = global.HSM_BG_BRIGHTNESS / 100;
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#pragma parameter HSM_BG_GAMMA " Gamma Adjust" 1 0 5 0.01
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float HSM_BG_GAMMA = global.HSM_BG_GAMMA;
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#pragma parameter HSM_BG_AMBIENT_LIGHTING_MULTIPLIER " Ambient Lighting Multiplier" 0 0 100 1
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float HSM_BG_AMBIENT_LIGHTING_MULTIPLIER = global.HSM_BG_AMBIENT_LIGHTING_MULTIPLIER / 100;
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#pragma parameter HSM_BG_AMBIENT2_LIGHTING_MULTIPLIER " Ambient 2nd Image Lighting Multiplier" 100 0 100 1
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float HSM_BG_AMBIENT2_LIGHTING_MULTIPLIER = global.HSM_BG_AMBIENT2_LIGHTING_MULTIPLIER / 100;
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#pragma parameter HSM_BG_APPLY_AMBIENT_IN_ADD_MODE " Apply Ambient Lighting in ADD Blend Mode" 0 0 1 1
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float HSM_BG_APPLY_AMBIENT_IN_ADD_MODE = global.HSM_BG_APPLY_AMBIENT_IN_ADD_MODE;
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#pragma parameter HSM_BG_BLEND_MODE " Blend Mode - OFF | NORMAL | ADD | MULTIPLY" 1 -1 3 1
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float HSM_BG_BLEND_MODE = global.HSM_BG_BLEND_MODE;
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#pragma parameter HSM_BG_SOURCE_MATTE_TYPE " Source Matte Color - BLACK | WHITE | NONE" 0 0 2 1
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float HSM_BG_SOURCE_MATTE_TYPE = global.HSM_BG_SOURCE_MATTE_TYPE;
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#pragma parameter HSM_BG_MIPMAPPING_BLEND_BIAS " Mipmapping Blend Bias (Affects Sharpness)" 0 -5 5 0.1
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float HSM_BG_MIPMAPPING_BLEND_BIAS = global.HSM_BG_MIPMAPPING_BLEND_BIAS;
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#pragma parameter HSM_BG_MASK_MODE " Mask - ALL | SCRN | TUBE | BZ- | BZ | BZ+ | FRM | FRM+ | BG" 0 0 8 1
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float HSM_BG_MASK_MODE = global.HSM_BG_MASK_MODE;
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#pragma parameter HSM_BG_CUTOUT_MODE " Cutout Mask - OFF | ON | INVERT" 0 0 2 1
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float HSM_BG_CUTOUT_MODE = global.HSM_BG_CUTOUT_MODE;
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#pragma parameter HSM_BG_DUALSCREEN_VIS_MODE " Dual Screen Visibility - BOTH | SCREEN 1 | SCREEN 2" 0 0 2 1
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float HSM_BG_DUALSCREEN_VIS_MODE = global.HSM_BG_DUALSCREEN_VIS_MODE;
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//---------------------------------------------------------------------------------------------------
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#pragma parameter HSM_BG_TITLE2 "[ BACKGROUND SCALE & FOLLOW ]:" 0 0 0.01 0.01
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#pragma parameter HSM_BG_FOLLOW_LAYER " Follow Layer - FULL | TUBE | BEZEL" 0 0 2 1
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float HSM_BG_FOLLOW_LAYER = global.HSM_BG_FOLLOW_LAYER;
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#pragma parameter HSM_BG_FOLLOW_MODE " Follow Mode - FOLLOW SCALE & POS | FOLLOW EXACTLY" 0 0 1 1
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float HSM_BG_FOLLOW_MODE = global.HSM_BG_FOLLOW_MODE;
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#pragma parameter HSM_BG_FOLLOW_FULL_USES_ZOOM " Follow Full also follows Zoom" 1 0 1 1
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float HSM_BG_FOLLOW_FULL_USES_ZOOM = global.HSM_BG_FOLLOW_FULL_USES_ZOOM;
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#pragma parameter HSM_BG_SCALE_KEEP_ASPECT " Scale Aspect - INHERIT FROM LAYER | USE TEX ASPECT" 1 0 1 1
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float HSM_BG_SCALE_KEEP_ASPECT = global.HSM_BG_SCALE_KEEP_ASPECT;
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#pragma parameter HSM_BG_FILL_MODE " Image Fill Mode - STRETCH | SPLIT HORIZONTAL" 0 0 1 1
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float HSM_BG_FILL_MODE = global.HSM_BG_FILL_MODE;
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#pragma parameter HSM_BG_SPLIT_PRESERVE_CENTER " Split Mode Preserve Center %" 0 0 500 1
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float HSM_BG_SPLIT_PRESERVE_CENTER = global.HSM_BG_SPLIT_PRESERVE_CENTER / 1000;
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#pragma parameter HSM_BG_SPLIT_REPEAT_WIDTH " Split Mode Repeat Width %" 0 0 100 1
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float HSM_BG_SPLIT_REPEAT_WIDTH = global.HSM_BG_SPLIT_REPEAT_WIDTH / 1000;
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#pragma parameter HSM_BG_SCALE " Scale" 100 0 1000 0.1
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float HSM_BG_SCALE = global.HSM_BG_SCALE / 100;
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#pragma parameter HSM_BG_SCALE_X " Scale X" 100 0 1000 0.1
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float HSM_BG_SCALE_X = global.HSM_BG_SCALE_X / 100;
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#pragma parameter HSM_BG_POS_X " Position X" 0 -1000 1000 0.05
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float HSM_BG_POS_X = global.HSM_BG_POS_X / -100;
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#pragma parameter HSM_BG_POS_Y " Position Y" 0 -1000 1000 0.05
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float HSM_BG_POS_Y = global.HSM_BG_POS_Y / 100;
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#pragma parameter HSM_BG_MIRROR_WRAP " Mirror Wrap" 1 0 1 1
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float HSM_BG_MIRROR_WRAP = global.HSM_BG_MIRROR_WRAP;
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//---------------------------------------------------------------------------------------------------
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// VIEWPORT VIGNETTE
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//---------------------------------------------------------------------------------------------------
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#pragma parameter HSM_VIEWPORT_VIGNETTE_TITLE "[ VIEWPORT VIGNETTE LAYER ]:" 0 0 0.01 0.01
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#pragma parameter HSM_VIEWPORT_VIGNETTE_OPACITY " Opacity" 0 0 100 2
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float HSM_VIEWPORT_VIGNETTE_OPACITY = global.HSM_VIEWPORT_VIGNETTE_OPACITY / 100;
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#pragma parameter HSM_VIEWPORT_VIGNETTE_MASK_MODE "Mask - ALL | SCRN | TUBE | BZ- | BZ | BZ+ | FRM | FRM+ | BG" 5 0 8 1
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float HSM_VIEWPORT_VIGNETTE_MASK_MODE = global.HSM_VIEWPORT_VIGNETTE_MASK_MODE;
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#pragma parameter HSM_VIEWPORT_VIGNETTE_CUTOUT_MODE " Cutout Mask - OFF | ON | INVERT" 0 0 2 1
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float HSM_VIEWPORT_VIGNETTE_CUTOUT_MODE = global.HSM_VIEWPORT_VIGNETTE_CUTOUT_MODE;
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#pragma parameter HSM_VIEWPORT_VIGNETTE_FOLLOW_LAYER " Follow Layer- FULL | BG | TUBE | BZL" 0 0 5 1
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float HSM_VIEWPORT_VIGNETTE_FOLLOW_LAYER = global.HSM_VIEWPORT_VIGNETTE_FOLLOW_LAYER;
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#pragma parameter HSM_VIEWPORT_VIGNETTE_SCALE " Scale" 100 0 1000 0.1
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float HSM_VIEWPORT_VIGNETTE_SCALE = global.HSM_VIEWPORT_VIGNETTE_SCALE / 100;
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#pragma parameter HSM_VIEWPORT_VIGNETTE_SCALE_X " Scale X" 100 0 1000 0.1
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float HSM_VIEWPORT_VIGNETTE_SCALE_X = global.HSM_VIEWPORT_VIGNETTE_SCALE_X / 100;
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#pragma parameter HSM_VIEWPORT_VIGNETTE_POS_X " Position X" 0 -1000 1000 0.05
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float HSM_VIEWPORT_VIGNETTE_POS_X = global.HSM_VIEWPORT_VIGNETTE_POS_X / -100;
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#pragma parameter HSM_VIEWPORT_VIGNETTE_POS_Y " Position Y" 0 -1000 1000 0.05
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float HSM_VIEWPORT_VIGNETTE_POS_Y = global.HSM_VIEWPORT_VIGNETTE_POS_Y / 100;
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//---------------------------------------------------------------------------------------------------
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// LED IMAGE
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//---------------------------------------------------------------------------------------------------
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#pragma parameter HSM_LED_TITLE "[ LED LAYER ]:" 0 0 0.01 0.01
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#pragma parameter HSM_LED_OPACITY " Opacity" 100 0 100 1
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float HSM_LED_OPACITY = global.HSM_LED_OPACITY / 100;
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#pragma parameter HSM_LED_COLORIZE_ON " Colorize" 0 0 1 1
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float HSM_LED_COLORIZE_ON = global.HSM_LED_COLORIZE_ON;
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#pragma parameter HSM_LED_HUE " Hue Offset" 0 0 360 1
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float HSM_LED_HUE = global.HSM_LED_HUE / 360;
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#pragma parameter HSM_LED_SATURATION " Saturation" 100 0 200 1
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float HSM_LED_SATURATION = global.HSM_LED_SATURATION / 100;
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#pragma parameter HSM_LED_BRIGHTNESS " Brightness" 100 0 200 1
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float HSM_LED_BRIGHTNESS = global.HSM_LED_BRIGHTNESS / 100;
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#pragma parameter HSM_LED_GAMMA " Gamma Adjust" 1 0 5 0.01
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float HSM_LED_GAMMA = global.HSM_LED_GAMMA;
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#pragma parameter HSM_LED_AMBIENT_LIGHTING_MULTIPLIER " Ambient Lighting Multiplier" 100 0 100 1
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float HSM_LED_AMBIENT_LIGHTING_MULTIPLIER = global.HSM_LED_AMBIENT_LIGHTING_MULTIPLIER / 100;
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#pragma parameter HSM_LED_AMBIENT2_LIGHTING_MULTIPLIER " Ambient 2nd Image Lighting Multiplier" 0 0 100 1
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float HSM_LED_AMBIENT2_LIGHTING_MULTIPLIER = global.HSM_LED_AMBIENT2_LIGHTING_MULTIPLIER / 100;
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#pragma parameter HSM_LED_APPLY_AMBIENT_IN_ADD_MODE " Apply Ambient Lighting in ADD Blend Mode" 0 0 1 1
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float HSM_LED_APPLY_AMBIENT_IN_ADD_MODE = global.HSM_LED_APPLY_AMBIENT_IN_ADD_MODE;
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#pragma parameter HSM_LED_BLEND_MODE " Blend Mode - OFF | NORMAL | ADD | MULTIPLY" 2 0 3 1
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float HSM_LED_BLEND_MODE = global.HSM_LED_BLEND_MODE;
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#pragma parameter HSM_LED_SOURCE_MATTE_TYPE " Source Matte Color - BLACK | WHITE | NONE" 0 0 2 1
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float HSM_LED_SOURCE_MATTE_TYPE = global.HSM_LED_SOURCE_MATTE_TYPE;
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#pragma parameter HSM_LED_MASK_MODE " Mask - ALL | SCRN | TUBE | BZ- | BZ | BZ+ | FRM | FRM+ | BG" 0 0 8 1
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float HSM_LED_MASK_MODE = global.HSM_LED_MASK_MODE;
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#pragma parameter HSM_LED_MIPMAPPING_BLEND_BIAS " Mipmapping Blend Bias (Affects Sharpness)" 0 -5 5 0.1
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float HSM_LED_MIPMAPPING_BLEND_BIAS = global.HSM_LED_MIPMAPPING_BLEND_BIAS;
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#pragma parameter HSM_LED_CUTOUT_MODE " Cutout Mask - OFF | ON | INVERT" 0 0 2 1
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float HSM_LED_CUTOUT_MODE = global.HSM_LED_CUTOUT_MODE;
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#pragma parameter HSM_LED_DUALSCREEN_VIS_MODE " Dual Screen Visibility - BOTH | SCREEN 1 | SCREEN 2" 0 0 2 1
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float HSM_LED_DUALSCREEN_VIS_MODE = global.HSM_LED_DUALSCREEN_VIS_MODE;
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//---------------------------------------------------------------------------------------------------
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#pragma parameter HSM_LED_TITLE2 "[ LED SCALE & FOLLOW]:" 0 0 0.01 0.01
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#pragma parameter HSM_LED_FOLLOW_LAYER " Follow Layer - FULL | TUBE | BEZEL | BG | DEVICE" 3 0 4 1
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float HSM_LED_FOLLOW_LAYER = global.HSM_LED_FOLLOW_LAYER;
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#pragma parameter HSM_LED_FOLLOW_MODE " Follow Mode - FOLLOW SCALE & POS | FOLLOW EXACTLY" 0 0 1 1
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float HSM_LED_FOLLOW_MODE = global.HSM_LED_FOLLOW_MODE;
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#pragma parameter HSM_LED_FOLLOW_FULL_USES_ZOOM " Follow Full also follows Zoom" 1 0 1 1
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float HSM_LED_FOLLOW_FULL_USES_ZOOM = global.HSM_LED_FOLLOW_FULL_USES_ZOOM;
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#pragma parameter HSM_LED_SCALE_KEEP_ASPECT " Scale Aspect - INHERIT FROM LAYER | USE TEX ASPECT" 1 0 1 1
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float HSM_LED_SCALE_KEEP_ASPECT = global.HSM_LED_SCALE_KEEP_ASPECT;
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#pragma parameter HSM_LED_FILL_MODE " Image Fill Mode - STRETCH | SPLIT HORIZONTAL" 0 0 1 1
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float HSM_LED_FILL_MODE = global.HSM_LED_FILL_MODE;
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#pragma parameter HSM_LED_SPLIT_PRESERVE_CENTER " Split Mode Preserve Center %" 0 0 500 1
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float HSM_LED_SPLIT_PRESERVE_CENTER = global.HSM_LED_SPLIT_PRESERVE_CENTER / 1000;
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#pragma parameter HSM_LED_SPLIT_REPEAT_WIDTH " Split Mode Repeat Width %" 0 0 100 1
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float HSM_LED_SPLIT_REPEAT_WIDTH = global.HSM_LED_SPLIT_REPEAT_WIDTH / 1000;
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#pragma parameter HSM_LED_SCALE " Scale" 100 0 1000 0.1
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float HSM_LED_SCALE = global.HSM_LED_SCALE / 100;
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#pragma parameter HSM_LED_SCALE_X " Scale X" 100 0 1000 0.1
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float HSM_LED_SCALE_X = global.HSM_LED_SCALE_X / 100;
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#pragma parameter HSM_LED_POS_X " Position X" 0 -1000 1000 0.05
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float HSM_LED_POS_X = global.HSM_LED_POS_X / -100;
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#pragma parameter HSM_LED_POS_Y " Position Y" 0 -1000 1000 0.05
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float HSM_LED_POS_Y = global.HSM_LED_POS_Y / 100;
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//---------------------------------------------------------------------------------------------------
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// DEVICE IMAGE
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//---------------------------------------------------------------------------------------------------
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#pragma parameter HSM_DEVICE_TITLE "[ DEVICE IMAGE LAYER ]:" 0 0 0.01 0.01
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#pragma parameter HSM_DEVICE_OPACITY " Opacity" 100 0 100 1
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float HSM_DEVICE_OPACITY = global.HSM_DEVICE_OPACITY / 100;
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#pragma parameter HSM_DEVICE_COLORIZE_ON " Colorize" 0 0 1 1
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float HSM_DEVICE_COLORIZE_ON = global.HSM_DEVICE_COLORIZE_ON;
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#pragma parameter HSM_DEVICE_HUE " Hue Offset" 0 0 360 1
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float HSM_DEVICE_HUE = global.HSM_DEVICE_HUE / 360;
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#pragma parameter HSM_DEVICE_SATURATION " Saturation" 100 0 200 1
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float HSM_DEVICE_SATURATION = global.HSM_DEVICE_SATURATION / 100;
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#pragma parameter HSM_DEVICE_BRIGHTNESS " Brightness" 100 0 200 1
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float HSM_DEVICE_BRIGHTNESS = global.HSM_DEVICE_BRIGHTNESS / 100;
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#pragma parameter HSM_DEVICE_GAMMA " Gamma Adjust" 1 0 5 0.01
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float HSM_DEVICE_GAMMA = global.HSM_DEVICE_GAMMA;
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#pragma parameter HSM_DEVICE_AMBIENT_LIGHTING_MULTIPLIER " Ambient Lighting Multiplier" 100 0 100 1
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float HSM_DEVICE_AMBIENT_LIGHTING_MULTIPLIER = global.HSM_DEVICE_AMBIENT_LIGHTING_MULTIPLIER / 100;
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#pragma parameter HSM_DEVICE_AMBIENT2_LIGHTING_MULTIPLIER " Ambient 2nd Image Lighting Multiplier" 0 0 100 1
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float HSM_DEVICE_AMBIENT2_LIGHTING_MULTIPLIER = global.HSM_DEVICE_AMBIENT2_LIGHTING_MULTIPLIER / 100;
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#pragma parameter HSM_DEVICE_APPLY_AMBIENT_IN_ADD_MODE " Apply Ambient Lighting in ADD Blend Mode" 0 0 1 1
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float HSM_DEVICE_APPLY_AMBIENT_IN_ADD_MODE = global.HSM_DEVICE_APPLY_AMBIENT_IN_ADD_MODE;
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#pragma parameter HSM_DEVICE_BLEND_MODE " Blend Mode - OFF | NORMAL | ADD | MULTIPLY" 1 0 3 1
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float HSM_DEVICE_BLEND_MODE = global.HSM_DEVICE_BLEND_MODE;
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#pragma parameter HSM_DEVICE_SOURCE_MATTE_TYPE " Source Matte Color - BLACK | WHITE | NONE" 0 0 2 1
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float HSM_DEVICE_SOURCE_MATTE_TYPE = global.HSM_DEVICE_SOURCE_MATTE_TYPE;
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#pragma parameter HSM_DEVICE_MASK_MODE " Mask - ALL | SCRN | TUBE | BZ- | BZ | BZ+ | FRM | FRM+ | BG" 0 0 8 1
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float HSM_DEVICE_MASK_MODE = global.HSM_DEVICE_MASK_MODE;
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#pragma parameter HSM_DEVICE_MIPMAPPING_BLEND_BIAS " Mipmapping Blend Bias (Affects Sharpness)" 0 -5 5 0.1
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float HSM_DEVICE_MIPMAPPING_BLEND_BIAS = global.HSM_DEVICE_MIPMAPPING_BLEND_BIAS;
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#pragma parameter HSM_DEVICE_CUTOUT_MODE " Cutout Mask - OFF | ON | INVERT" 0 0 2 1
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float HSM_DEVICE_CUTOUT_MODE = global.HSM_DEVICE_CUTOUT_MODE;
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#pragma parameter HSM_DEVICE_DUALSCREEN_VIS_MODE " Dual Screen Visibility - BOTH | SCREEN 1 | SCREEN 2" 0 0 2 1
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float HSM_DEVICE_DUALSCREEN_VIS_MODE = global.HSM_DEVICE_DUALSCREEN_VIS_MODE;
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//---------------------------------------------------------------------------------------------------
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#pragma parameter HSM_DEVICE_TITLE2 "[ DEVICE SCALE & FOLLOW ]:" 0 0 0.01 0.01
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#pragma parameter HSM_DEVICE_FOLLOW_LAYER " Follow Layer - FULL | TUBE | BEZEL | BG" 1 0 3 1
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float HSM_DEVICE_FOLLOW_LAYER = global.HSM_DEVICE_FOLLOW_LAYER;
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#pragma parameter HSM_DEVICE_FOLLOW_MODE " Follow Mode - FOLLOW SCALE & POS | FOLLOW EXACTLY" 0 0 1 1
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float HSM_DEVICE_FOLLOW_MODE = global.HSM_DEVICE_FOLLOW_MODE;
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#pragma parameter HSM_DEVICE_FOLLOW_FULL_USES_ZOOM " Follow Full also follows Zoom" 1 0 1 1
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float HSM_DEVICE_FOLLOW_FULL_USES_ZOOM = global.HSM_DEVICE_FOLLOW_FULL_USES_ZOOM;
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#pragma parameter HSM_DEVICE_SCALE_KEEP_ASPECT " Scale Aspect - INHERIT FROM LAYER | USE TEX ASPECT" 1 0 1 1
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float HSM_DEVICE_SCALE_KEEP_ASPECT = global.HSM_DEVICE_SCALE_KEEP_ASPECT;
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#pragma parameter HSM_DEVICE_FILL_MODE " Image Fill Mode - STRETCH | SPLIT HORIZONTAL" 0 0 1 1
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float HSM_DEVICE_FILL_MODE = global.HSM_DEVICE_FILL_MODE;
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#pragma parameter HSM_DEVICE_SPLIT_PRESERVE_CENTER " Split Mode Preserve Center %" 0 0 500 1
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float HSM_DEVICE_SPLIT_PRESERVE_CENTER = global.HSM_DEVICE_SPLIT_PRESERVE_CENTER / 1000;
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#pragma parameter HSM_DEVICE_SPLIT_REPEAT_WIDTH " Split Mode Repeat Width %" 0 0 100 1
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float HSM_DEVICE_SPLIT_REPEAT_WIDTH = global.HSM_DEVICE_SPLIT_REPEAT_WIDTH / 1000;
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#pragma parameter HSM_DEVICE_SCALE " Scale" 100 0 1000 0.1
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float HSM_DEVICE_SCALE = global.HSM_DEVICE_SCALE / 100;
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#pragma parameter HSM_DEVICE_SCALE_X " Scale X" 100 0 1000 0.1
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float HSM_DEVICE_SCALE_X = global.HSM_DEVICE_SCALE_X / 100;
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#pragma parameter HSM_DEVICE_POS_X " Position X" 0 -1000 1000 0.05
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float HSM_DEVICE_POS_X = global.HSM_DEVICE_POS_X / -100;
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#pragma parameter HSM_DEVICE_POS_Y " Position Y" 0 -1000 1000 0.05
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float HSM_DEVICE_POS_Y = global.HSM_DEVICE_POS_Y / 100;
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//---------------------------------------------------------------------------------------------------
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// DEVICELED IMAGE
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//---------------------------------------------------------------------------------------------------
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#pragma parameter HSM_DEVICELED_TITLE "[ DEVICE LED IMAGE LAYER ]:" 0 0 0.01 0.01
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#pragma parameter HSM_DEVICELED_OPACITY " Opacity" 100 0 100 1
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float HSM_DEVICELED_OPACITY = global.HSM_DEVICELED_OPACITY / 100;
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#pragma parameter HSM_DEVICELED_COLORIZE_ON " Colorize" 0 0 1 1
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float HSM_DEVICELED_COLORIZE_ON = global.HSM_DEVICELED_COLORIZE_ON;
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#pragma parameter HSM_DEVICELED_HUE " Hue Offset" 0 0 360 1
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float HSM_DEVICELED_HUE = global.HSM_DEVICELED_HUE / 360;
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#pragma parameter HSM_DEVICELED_SATURATION " Saturation" 100 0 200 1
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float HSM_DEVICELED_SATURATION = global.HSM_DEVICELED_SATURATION / 100;
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#pragma parameter HSM_DEVICELED_BRIGHTNESS " Brightness" 100 0 200 1
|
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float HSM_DEVICELED_BRIGHTNESS = global.HSM_DEVICELED_BRIGHTNESS / 100;
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#pragma parameter HSM_DEVICELED_GAMMA " Gamma Adjust" 1 0 5 0.01
|
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float HSM_DEVICELED_GAMMA = global.HSM_DEVICELED_GAMMA;
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#pragma parameter HSM_DEVICELED_AMBIENT_LIGHTING_MULTIPLIER " Ambient Lighting Multiplier" 100 0 100 1
|
|
float HSM_DEVICELED_AMBIENT_LIGHTING_MULTIPLIER = global.HSM_DEVICELED_AMBIENT_LIGHTING_MULTIPLIER / 100;
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#pragma parameter HSM_DEVICELED_AMBIENT2_LIGHTING_MULTIPLIER " Ambient 2nd Image Lighting Multiplier" 0 0 100 1
|
|
float HSM_DEVICELED_AMBIENT2_LIGHTING_MULTIPLIER = global.HSM_DEVICELED_AMBIENT2_LIGHTING_MULTIPLIER / 100;
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#pragma parameter HSM_DEVICELED_APPLY_AMBIENT_IN_ADD_MODE " Apply Ambient Lighting in ADD Blend Mode" 0 0 1 1
|
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float HSM_DEVICELED_APPLY_AMBIENT_IN_ADD_MODE = global.HSM_DEVICELED_APPLY_AMBIENT_IN_ADD_MODE;
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#pragma parameter HSM_DEVICELED_BLEND_MODE " Blend Mode - OFF | NORMAL | ADD | MULTIPLY" 2 0 3 1
|
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float HSM_DEVICELED_BLEND_MODE = global.HSM_DEVICELED_BLEND_MODE;
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#pragma parameter HSM_DEVICELED_SOURCE_MATTE_TYPE " Source Matte Color - BLACK | WHITE | NONE" 0 0 2 1
|
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float HSM_DEVICELED_SOURCE_MATTE_TYPE = global.HSM_DEVICELED_SOURCE_MATTE_TYPE;
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#pragma parameter HSM_DEVICELED_MASK_MODE " Mask - ALL | SCRN | TUBE | BZ- | BZ | BZ+ | FRM | FRM+ | BG" 0 0 8 1
|
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float HSM_DEVICELED_MASK_MODE = global.HSM_DEVICELED_MASK_MODE;
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#pragma parameter HSM_DEVICELED_MIPMAPPING_BLEND_BIAS " Mipmapping Blend Bias (Affects Sharpness)" 0 -5 5 0.1
|
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float HSM_DEVICELED_MIPMAPPING_BLEND_BIAS = global.HSM_DEVICELED_MIPMAPPING_BLEND_BIAS;
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#pragma parameter HSM_DEVICELED_CUTOUT_MODE " Cutout Mask - OFF | ON | INVERT" 0 0 2 1
|
|
float HSM_DEVICELED_CUTOUT_MODE = global.HSM_DEVICELED_CUTOUT_MODE;
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#pragma parameter HSM_DEVICELED_DUALSCREEN_VIS_MODE " Dual Screen Visibility - BOTH | SCREEN 1 | SCREEN 2" 0 0 2 1
|
|
float HSM_DEVICELED_DUALSCREEN_VIS_MODE = global.HSM_DEVICELED_DUALSCREEN_VIS_MODE;
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|
|
//---------------------------------------------------------------------------------------------------
|
|
#pragma parameter HSM_DEVICELED_TITLE2 "[ DEVICE LED SCALE & FOLLOW ]:" 0 0 0.01 0.01
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#pragma parameter HSM_DEVICELED_FOLLOW_LAYER " Follow Layer - FULL | TUBE | BEZEL | BG | DEVICE" 4 0 4 1
|
|
float HSM_DEVICELED_FOLLOW_LAYER = global.HSM_DEVICELED_FOLLOW_LAYER;
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#pragma parameter HSM_DEVICELED_FOLLOW_MODE " Follow Mode - FOLLOW SCALE & POS | FOLLOW EXACTLY" 1 0 1 1
|
|
float HSM_DEVICELED_FOLLOW_MODE = global.HSM_DEVICELED_FOLLOW_MODE;
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#pragma parameter HSM_DEVICELED_FOLLOW_FULL_USES_ZOOM " Follow Full also follows Zoom" 1 0 1 1
|
|
float HSM_DEVICELED_FOLLOW_FULL_USES_ZOOM = global.HSM_DEVICELED_FOLLOW_FULL_USES_ZOOM;
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#pragma parameter HSM_DEVICELED_SCALE_KEEP_ASPECT " Scale Aspect - INHERIT FROM LAYER | USE TEX ASPECT" 1 0 1 1
|
|
float HSM_DEVICELED_SCALE_KEEP_ASPECT = global.HSM_DEVICELED_SCALE_KEEP_ASPECT;
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#pragma parameter HSM_DEVICELED_FILL_MODE " Image Fill Mode - STRETCH | SPLIT HORIZONTAL" 0 0 1 1
|
|
float HSM_DEVICELED_FILL_MODE = global.HSM_DEVICELED_FILL_MODE;
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#pragma parameter HSM_DEVICELED_SPLIT_PRESERVE_CENTER " Split Mode Preserve Center %" 0 0 500 1
|
|
float HSM_DEVICELED_SPLIT_PRESERVE_CENTER = global.HSM_DEVICELED_SPLIT_PRESERVE_CENTER / 1000;
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#pragma parameter HSM_DEVICELED_SPLIT_REPEAT_WIDTH " Split Mode Repeat Width %" 0 0 100 1
|
|
float HSM_DEVICELED_SPLIT_REPEAT_WIDTH = global.HSM_DEVICELED_SPLIT_REPEAT_WIDTH / 1000;
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|
|
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#pragma parameter HSM_DEVICELED_SCALE " Scale" 100 0 1000 0.1
|
|
float HSM_DEVICELED_SCALE = global.HSM_DEVICELED_SCALE / 100;
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|
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#pragma parameter HSM_DEVICELED_SCALE_X " Scale X" 100 0 1000 0.1
|
|
float HSM_DEVICELED_SCALE_X = global.HSM_DEVICELED_SCALE_X / 100;
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#pragma parameter HSM_DEVICELED_POS_X " Position X" 0 -1000 1000 0.05
|
|
float HSM_DEVICELED_POS_X = global.HSM_DEVICELED_POS_X / -100;
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#pragma parameter HSM_DEVICELED_POS_Y " Position Y" 0 -1000 1000 0.05
|
|
float HSM_DEVICELED_POS_Y = global.HSM_DEVICELED_POS_Y / 100;
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|
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|
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//---------------------------------------------------------------------------------------------------
|
|
// DECAL IMAGE
|
|
//---------------------------------------------------------------------------------------------------
|
|
#pragma parameter HSM_DECAL_TITLE "[ DECAL LAYER ]:" 0 0 0.01 0.01
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|
|
|
#pragma parameter HSM_DECAL_OPACITY " Opacity" 100 0 100 0.1
|
|
float HSM_DECAL_OPACITY = global.HSM_DECAL_OPACITY / 100;
|
|
|
|
#pragma parameter HSM_DECAL_COLORIZE_ON " Colorize" 0 0 1 1
|
|
float HSM_DECAL_COLORIZE_ON = global.HSM_DECAL_COLORIZE_ON;
|
|
|
|
#pragma parameter HSM_DECAL_HUE " Hue Offset" 0 0 360 1
|
|
float HSM_DECAL_HUE = global.HSM_DECAL_HUE / 360;
|
|
|
|
#pragma parameter HSM_DECAL_SATURATION " Saturation" 100 0 200 1
|
|
float HSM_DECAL_SATURATION = global.HSM_DECAL_SATURATION / 100;
|
|
|
|
#pragma parameter HSM_DECAL_BRIGHTNESS " Brightness" 100 0 200 1
|
|
float HSM_DECAL_BRIGHTNESS = global.HSM_DECAL_BRIGHTNESS / 100;
|
|
|
|
#pragma parameter HSM_DECAL_GAMMA " Gamma Adjust" 1 0 5 0.01
|
|
float HSM_DECAL_GAMMA = global.HSM_DECAL_GAMMA;
|
|
|
|
#pragma parameter HSM_DECAL_AMBIENT_LIGHTING_MULTIPLIER " Ambient Lighting Multiplier" 100 0 100 1
|
|
float HSM_DECAL_AMBIENT_LIGHTING_MULTIPLIER = global.HSM_DECAL_AMBIENT_LIGHTING_MULTIPLIER / 100;
|
|
|
|
#pragma parameter HSM_DECAL_AMBIENT2_LIGHTING_MULTIPLIER " Ambient 2nd Image Lighting Multiplier" 0 0 100 1
|
|
float HSM_DECAL_AMBIENT2_LIGHTING_MULTIPLIER = global.HSM_DECAL_AMBIENT2_LIGHTING_MULTIPLIER / 100;
|
|
|
|
#pragma parameter HSM_DECAL_APPLY_AMBIENT_IN_ADD_MODE " Apply Ambient Lighting in ADD Blend Mode" 0 0 1 1
|
|
float HSM_DECAL_APPLY_AMBIENT_IN_ADD_MODE = global.HSM_DECAL_APPLY_AMBIENT_IN_ADD_MODE;
|
|
|
|
#pragma parameter HSM_DECAL_BLEND_MODE " Blend Mode - OFF | NORMAL | ADD | MULTIPLY" 1 0 3 1
|
|
float HSM_DECAL_BLEND_MODE = global.HSM_DECAL_BLEND_MODE;
|
|
|
|
#pragma parameter HSM_DECAL_SOURCE_MATTE_TYPE " Source Matte Color - BLACK | WHITE | NONE" 0 0 2 1
|
|
float HSM_DECAL_SOURCE_MATTE_TYPE = global.HSM_DECAL_SOURCE_MATTE_TYPE;
|
|
|
|
#pragma parameter HSM_DECAL_MIPMAPPING_BLEND_BIAS " Mipmapping Blend Bias (Affects Sharpness)" 0 -5 5 0.1
|
|
float HSM_DECAL_MIPMAPPING_BLEND_BIAS = global.HSM_DECAL_MIPMAPPING_BLEND_BIAS;
|
|
|
|
#pragma parameter HSM_DECAL_MASK_MODE " Mask - ALL | SCRN | TUBE | BZ- | BZ | BZ+ | FRM | FRM+ | BG" 0 0 8 1
|
|
float HSM_DECAL_MASK_MODE = global.HSM_DECAL_MASK_MODE;
|
|
|
|
#pragma parameter HSM_DECAL_CUTOUT_MODE " Cutout Mask - OFF | ON | INVERT" 0 0 2 1
|
|
float HSM_DECAL_CUTOUT_MODE = global.HSM_DECAL_CUTOUT_MODE;
|
|
|
|
#pragma parameter HSM_DECAL_DUALSCREEN_VIS_MODE " Dual Screen Visibility - BOTH | SCREEN 1 | SCREEN 2" 0 0 2 1
|
|
float HSM_DECAL_DUALSCREEN_VIS_MODE = global.HSM_DECAL_DUALSCREEN_VIS_MODE;
|
|
|
|
//---------------------------------------------------------------------------------------------------
|
|
#pragma parameter HSM_DECAL_TITLE2 "[ DECAL SCALE & FOLLOW ]:" 0 0 0.01 0.01
|
|
|
|
#pragma parameter HSM_DECAL_FOLLOW_LAYER " Follow Layer - FULL | TUBE | BEZEL | BG | DEVICE" 0 0 4 1
|
|
float HSM_DECAL_FOLLOW_LAYER = global.HSM_DECAL_FOLLOW_LAYER;
|
|
|
|
#pragma parameter HSM_DECAL_FOLLOW_MODE " Follow Mode - FOLLOW SCALE & POS | FOLLOW EXACTLY" 0 0 1 1
|
|
float HSM_DECAL_FOLLOW_MODE = global.HSM_DECAL_FOLLOW_MODE;
|
|
|
|
#pragma parameter HSM_DECAL_FOLLOW_FULL_USES_ZOOM " Follow Full also follows Zoom" 1 0 1 1
|
|
float HSM_DECAL_FOLLOW_FULL_USES_ZOOM = global.HSM_DECAL_FOLLOW_FULL_USES_ZOOM;
|
|
|
|
#pragma parameter HSM_DECAL_SCALE_KEEP_ASPECT " Scale Aspect - INHERIT FROM LAYER | USE TEX ASPECT" 1 0 1 1
|
|
float HSM_DECAL_SCALE_KEEP_ASPECT = global.HSM_DECAL_SCALE_KEEP_ASPECT;
|
|
|
|
#pragma parameter HSM_DECAL_FILL_MODE " Image Fill Mode - STRETCH | SPLIT HORIZONTAL" 0 0 1 1
|
|
float HSM_DECAL_FILL_MODE = global.HSM_DECAL_FILL_MODE;
|
|
|
|
#pragma parameter HSM_DECAL_SPLIT_PRESERVE_CENTER " Split Mode Preserve Center %" 0 0 500 1
|
|
float HSM_DECAL_SPLIT_PRESERVE_CENTER = global.HSM_DECAL_SPLIT_PRESERVE_CENTER / 1000;
|
|
|
|
#pragma parameter HSM_DECAL_SPLIT_REPEAT_WIDTH " Split Mode Repeat Width %" 0 0 100 1
|
|
float HSM_DECAL_SPLIT_REPEAT_WIDTH = global.HSM_DECAL_SPLIT_REPEAT_WIDTH / 1000;
|
|
|
|
#pragma parameter HSM_DECAL_SCALE " Scale" 100 1 500 0.1
|
|
float HSM_DECAL_SCALE = global.HSM_DECAL_SCALE / 100;
|
|
|
|
#pragma parameter HSM_DECAL_SCALE_X " Scale X" 100 50 500 0.1
|
|
float HSM_DECAL_SCALE_X = global.HSM_DECAL_SCALE_X / 100;
|
|
|
|
#pragma parameter HSM_DECAL_POS_X " Position X" 0 -1000 1000 0.05
|
|
float HSM_DECAL_POS_X = global.HSM_DECAL_POS_X / -100;
|
|
|
|
#pragma parameter HSM_DECAL_POS_Y " Position Y" 0 -1000 1000 0.05
|
|
float HSM_DECAL_POS_Y = global.HSM_DECAL_POS_Y / 100;
|
|
|
|
|
|
//---------------------------------------------------------------------------------------------------
|
|
// CAB GLS IMAGE
|
|
//---------------------------------------------------------------------------------------------------
|
|
#pragma parameter HSM_CAB_GLASS_TITLE "[ CABINET GLASS LAYER ]:" 0 0 0.01 0.01
|
|
|
|
#pragma parameter HSM_CAB_GLASS_OPACITY " Opacity" 100 0 100 1
|
|
float HSM_CAB_GLASS_OPACITY = global.HSM_CAB_GLASS_OPACITY / 100;
|
|
|
|
#pragma parameter HSM_CAB_GLASS_COLORIZE_ON " Colorize" 0 0 1 1
|
|
float HSM_CAB_GLASS_COLORIZE_ON = global.HSM_CAB_GLASS_COLORIZE_ON;
|
|
|
|
#pragma parameter HSM_CAB_GLASS_HUE " Hue Offset" 0 0 360 1
|
|
float HSM_CAB_GLASS_HUE = global.HSM_CAB_GLASS_HUE / 360;
|
|
|
|
#pragma parameter HSM_CAB_GLASS_SATURATION " Saturation" 100 0 200 1
|
|
float HSM_CAB_GLASS_SATURATION = global.HSM_CAB_GLASS_SATURATION / 100;
|
|
|
|
#pragma parameter HSM_CAB_GLASS_BRIGHTNESS " Brightness" 100 0 400 1
|
|
float HSM_CAB_GLASS_BRIGHTNESS = global.HSM_CAB_GLASS_BRIGHTNESS / 100;
|
|
|
|
#pragma parameter HSM_CAB_GLASS_GAMMA " Gamma Adjust" 1 0 5 0.01
|
|
float HSM_CAB_GLASS_GAMMA = global.HSM_CAB_GLASS_GAMMA;
|
|
|
|
#pragma parameter HSM_CAB_GLASS_AMBIENT_LIGHTING_MULTIPLIER " Ambient Lighting Multiplier" 100 0 100 1
|
|
float HSM_CAB_GLASS_AMBIENT_LIGHTING_MULTIPLIER = global.HSM_CAB_GLASS_AMBIENT_LIGHTING_MULTIPLIER / 100;
|
|
|
|
#pragma parameter HSM_CAB_GLASS_AMBIENT2_LIGHTING_MULTIPLIER " Ambient 2nd Image Lighting Multiplier" 0 0 100 1
|
|
float HSM_CAB_GLASS_AMBIENT2_LIGHTING_MULTIPLIER = global.HSM_CAB_GLASS_AMBIENT2_LIGHTING_MULTIPLIER / 100;
|
|
|
|
#pragma parameter HSM_CAB_GLASS_APPLY_AMBIENT_IN_ADD_MODE " Apply Ambient Lighting in ADD Blend Mode" 0 0 1 1
|
|
float HSM_CAB_GLASS_APPLY_AMBIENT_IN_ADD_MODE = global.HSM_CAB_GLASS_APPLY_AMBIENT_IN_ADD_MODE;
|
|
|
|
#pragma parameter HSM_CAB_GLASS_BLEND_MODE " Blend Mode - OFF | NORMAL | ADD | MULTIPLY" 1 0 3 1
|
|
float HSM_CAB_GLASS_BLEND_MODE = global.HSM_CAB_GLASS_BLEND_MODE;
|
|
|
|
#pragma parameter HSM_CAB_GLASS_SOURCE_MATTE_TYPE " Source Matte Color - BLACK | WHITE | NONE" 0 0 2 1
|
|
float HSM_CAB_GLASS_SOURCE_MATTE_TYPE = global.HSM_CAB_GLASS_SOURCE_MATTE_TYPE;
|
|
|
|
#pragma parameter HSM_CAB_GLASS_MIPMAPPING_BLEND_BIAS " Mipmapping Blend Bias (Affects Sharpness)" 0 -5 5 0.1
|
|
float HSM_CAB_GLASS_MIPMAPPING_BLEND_BIAS = global.HSM_CAB_GLASS_MIPMAPPING_BLEND_BIAS;
|
|
|
|
#pragma parameter HSM_CAB_GLASS_MASK_MODE " Mask - ALL | SCRN | TUBE | BZ- | BZ | BZ+ | FRM | FRM+ | BG" 0 0 8 1
|
|
float HSM_CAB_GLASS_MASK_MODE = global.HSM_CAB_GLASS_MASK_MODE;
|
|
|
|
#pragma parameter HSM_CAB_GLASS_CUTOUT_MODE " Cutout Mask - OFF | ON | INVERT" 0 0 2 1
|
|
float HSM_CAB_GLASS_CUTOUT_MODE = global.HSM_CAB_GLASS_CUTOUT_MODE;
|
|
|
|
#pragma parameter HSM_CAB_GLASS_DUALSCREEN_VIS_MODE " Dual Screen Visibility - BOTH | SCREEN 1 | SCREEN 2" 0 0 2 1
|
|
float HSM_CAB_GLASS_DUALSCREEN_VIS_MODE = global.HSM_CAB_GLASS_DUALSCREEN_VIS_MODE;
|
|
|
|
//---------------------------------------------------------------------------------------------------
|
|
#pragma parameter HSM_CAB_GLASS_TITLE2 "[ CABINET GLASS SCALE & FOLLOW ]:" 0 0 0.01 0.01
|
|
|
|
#pragma parameter HSM_CAB_GLASS_FOLLOW_LAYER " Follow Layer- FULL | TUBE | BEZEL | BG | DEVICE | DECAL" 0 0 5 1
|
|
float HSM_CAB_GLASS_FOLLOW_LAYER = global.HSM_CAB_GLASS_FOLLOW_LAYER;
|
|
|
|
#pragma parameter HSM_CAB_GLASS_FOLLOW_MODE " Follow Mode - FOLLOW SCALE & POS | FOLLOW EXACTLY" 0 0 1 1
|
|
float HSM_CAB_GLASS_FOLLOW_MODE = global.HSM_CAB_GLASS_FOLLOW_MODE;
|
|
|
|
#pragma parameter HSM_CAB_GLASS_FOLLOW_FULL_USES_ZOOM " Follow Full also follows Zoom" 1 0 1 1
|
|
float HSM_CAB_GLASS_FOLLOW_FULL_USES_ZOOM = global.HSM_CAB_GLASS_FOLLOW_FULL_USES_ZOOM;
|
|
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#pragma parameter HSM_CAB_GLASS_SCALE_KEEP_ASPECT " Scale Aspect - INHERIT FROM LAYER | USE TEX ASPECT" 1 0 1 1
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float HSM_CAB_GLASS_SCALE_KEEP_ASPECT = global.HSM_CAB_GLASS_SCALE_KEEP_ASPECT;
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#pragma parameter HSM_CAB_GLASS_FILL_MODE " Image Fill Mode - STRETCH | SPLIT HORIZONTAL" 0 0 1 1
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float HSM_CAB_GLASS_FILL_MODE = global.HSM_CAB_GLASS_FILL_MODE;
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#pragma parameter HSM_CAB_GLASS_SPLIT_PRESERVE_CENTER " Split Mode Preserve Center %" 0 0 500 1
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float HSM_CAB_GLASS_SPLIT_PRESERVE_CENTER = global.HSM_CAB_GLASS_SPLIT_PRESERVE_CENTER / 1000;
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#pragma parameter HSM_CAB_GLASS_SPLIT_REPEAT_WIDTH " Split Mode Repeat Width %" 0 0 100 1
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float HSM_CAB_GLASS_SPLIT_REPEAT_WIDTH = global.HSM_CAB_GLASS_SPLIT_REPEAT_WIDTH / 1000;
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#pragma parameter HSM_CAB_GLASS_SCALE " Scale" 100 10 500 0.1
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float HSM_CAB_GLASS_SCALE = global.HSM_CAB_GLASS_SCALE / 100;
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#pragma parameter HSM_CAB_GLASS_SCALE_X " Scale X" 100 0 500 0.1
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float HSM_CAB_GLASS_SCALE_X = global.HSM_CAB_GLASS_SCALE_X / 100;
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#pragma parameter HSM_CAB_GLASS_POS_X " Position X" 0 -1000 1000 0.05
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float HSM_CAB_GLASS_POS_X = global.HSM_CAB_GLASS_POS_X / -100;
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#pragma parameter HSM_CAB_GLASS_POS_Y " Position Y" 0 -1000 1000 0.05
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float HSM_CAB_GLASS_POS_Y = global.HSM_CAB_GLASS_POS_Y / 100;
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//---------------------------------------------------------------------------------------------------
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// TOP IMAGE
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//---------------------------------------------------------------------------------------------------
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#pragma parameter HSM_TOP_TITLE "[ TOP EXTRA LAYER ]:" 0 0 0.01 0.01
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#pragma parameter HSM_TOP_OPACITY " Opacity" 100 0 100 0.1
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float HSM_TOP_OPACITY = global.HSM_TOP_OPACITY / 100;
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#pragma parameter HSM_TOP_COLORIZE_ON " Colorize" 0 0 1 1
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float HSM_TOP_COLORIZE_ON = global.HSM_TOP_COLORIZE_ON;
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#pragma parameter HSM_TOP_HUE " Hue Offset" 0 0 360 1
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float HSM_TOP_HUE = global.HSM_TOP_HUE / 360;
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#pragma parameter HSM_TOP_SATURATION " Saturation" 100 0 200 1
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float HSM_TOP_SATURATION = global.HSM_TOP_SATURATION / 100;
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#pragma parameter HSM_TOP_BRIGHTNESS " Brightness" 100 0 200 1
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float HSM_TOP_BRIGHTNESS = global.HSM_TOP_BRIGHTNESS / 100;
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#pragma parameter HSM_TOP_GAMMA " Gamma Adjust" 1 0 5 0.01
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float HSM_TOP_GAMMA = global.HSM_TOP_GAMMA;
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#pragma parameter HSM_TOP_AMBIENT_LIGHTING_MULTIPLIER " Ambient Lighting Multiplier" 100 0 100 1
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float HSM_TOP_AMBIENT_LIGHTING_MULTIPLIER = global.HSM_TOP_AMBIENT_LIGHTING_MULTIPLIER / 100;
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#pragma parameter HSM_TOP_AMBIENT2_LIGHTING_MULTIPLIER " Ambient 2nd Image Lighting Multiplier" 0 0 100 1
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float HSM_TOP_AMBIENT2_LIGHTING_MULTIPLIER = global.HSM_TOP_AMBIENT2_LIGHTING_MULTIPLIER / 100;
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#pragma parameter HSM_TOP_APPLY_AMBIENT_IN_ADD_MODE " Apply Ambient Lighting in ADD Blend Mode" 0 0 1 1
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float HSM_TOP_APPLY_AMBIENT_IN_ADD_MODE = global.HSM_TOP_APPLY_AMBIENT_IN_ADD_MODE;
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#pragma parameter HSM_TOP_BLEND_MODE " Blend Mode - OFF | NORMAL | ADD | MULTIPLY" 1 0 3 1
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float HSM_TOP_BLEND_MODE = global.HSM_TOP_BLEND_MODE;
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#pragma parameter HSM_TOP_SOURCE_MATTE_TYPE " Source Matte Color - BLACK | WHITE | NONE" 0 0 2 1
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float HSM_TOP_SOURCE_MATTE_TYPE = global.HSM_TOP_SOURCE_MATTE_TYPE;
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#pragma parameter HSM_TOP_MIPMAPPING_BLEND_BIAS " Mipmapping Blend Bias (Affects Sharpness)" 0 -5 5 0.1
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float HSM_TOP_MIPMAPPING_BLEND_BIAS = global.HSM_TOP_MIPMAPPING_BLEND_BIAS;
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#pragma parameter HSM_TOP_MASK_MODE " Mask - ALL | SCRN | TUBE | BZ- | BZ | BZ+ | FRM | FRM+ | BG" 0 0 8 1
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float HSM_TOP_MASK_MODE = global.HSM_TOP_MASK_MODE;
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#pragma parameter HSM_TOP_CUTOUT_MODE " Cutout Mask - OFF | ON | INVERT" 0 0 2 1
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float HSM_TOP_CUTOUT_MODE = global.HSM_TOP_CUTOUT_MODE;
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#pragma parameter HSM_TOP_DUALSCREEN_VIS_MODE " Dual Screen Visibility - BOTH | SCREEN 1 | SCREEN 2" 0 0 2 1
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float HSM_TOP_DUALSCREEN_VIS_MODE = global.HSM_TOP_DUALSCREEN_VIS_MODE;
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//---------------------------------------------------------------------------------------------------
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#pragma parameter HSM_TOP_TITLE2 "[ TOP SCALE & FOLLOW ]:" 0 0 0.01 0.01
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#pragma parameter HSM_TOP_FOLLOW_LAYER " Follow Layer - FULL | TUBE | BEZEL | BG | DEVICE | DECAL" 0 0 5 1
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float HSM_TOP_FOLLOW_LAYER = global.HSM_TOP_FOLLOW_LAYER;
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#pragma parameter HSM_TOP_FOLLOW_MODE " Follow Mode - FOLLOW SCALE & POS | FOLLOW EXACTLY" 0 0 1 1
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float HSM_TOP_FOLLOW_MODE = global.HSM_TOP_FOLLOW_MODE;
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#pragma parameter HSM_TOP_FOLLOW_FULL_USES_ZOOM " Follow Full also follows Zoom" 1 0 1 1
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float HSM_TOP_FOLLOW_FULL_USES_ZOOM = global.HSM_TOP_FOLLOW_FULL_USES_ZOOM;
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#pragma parameter HSM_TOP_SCALE_KEEP_ASPECT " Scale Aspect - INHERIT FROM LAYER | USE TEX ASPECT" 1 0 1 1
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float HSM_TOP_SCALE_KEEP_ASPECT = global.HSM_TOP_SCALE_KEEP_ASPECT;
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#pragma parameter HSM_TOP_FILL_MODE " Image Fill Mode - STRETCH | SPLIT HORIZONTAL" 0 0 1 1
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float HSM_TOP_FILL_MODE = global.HSM_TOP_FILL_MODE;
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#pragma parameter HSM_TOP_SPLIT_PRESERVE_CENTER " Split Mode Preserve Center %" 0 0 500 1
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float HSM_TOP_SPLIT_PRESERVE_CENTER = global.HSM_TOP_SPLIT_PRESERVE_CENTER / 1000;
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#pragma parameter HSM_TOP_SPLIT_REPEAT_WIDTH " Split Mode Repeat Width %" 0 0 100 1
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float HSM_TOP_SPLIT_REPEAT_WIDTH = global.HSM_TOP_SPLIT_REPEAT_WIDTH / 1000;
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#pragma parameter HSM_TOP_SCALE " Scale" 100 0 1000 0.1
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float HSM_TOP_SCALE = global.HSM_TOP_SCALE / 100;
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#pragma parameter HSM_TOP_SCALE_X " Scale X" 100 0 1000 0.1
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float HSM_TOP_SCALE_X = global.HSM_TOP_SCALE_X / 100;
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#pragma parameter HSM_TOP_POS_X " Position X" 0 -1000 1000 0.05
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float HSM_TOP_POS_X = global.HSM_TOP_POS_X / -100;
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#pragma parameter HSM_TOP_POS_Y " Position Y" 0 -1000 1000 0.05
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float HSM_TOP_POS_Y = global.HSM_TOP_POS_Y / 100;
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#pragma parameter HSM_TOP_MIRROR_WRAP " Mirror Wrap" 1 0 1 1
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float HSM_TOP_MIRROR_WRAP = global.HSM_TOP_MIRROR_WRAP;
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//---------------------------------------------------------------------------------------------------
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// RENDER FOR SIMPLIFIED PRESETS
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//---------------------------------------------------------------------------------------------------
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#pragma parameter HSM_RENDER_FOR_SIMPLIFIED_TITLE "[ MEGA BEZEL DEV RENDER FOR SIMPLIFIED PRESETS ]:" 1 0 1 1
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#pragma parameter HSM_RENDER_SIMPLE_MODE " Mode: NORM | BLACK-SCREEN | BLACK-BG | PINK-MASK| BW-MASK" 0 0 4 1
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float HSM_RENDER_SIMPLE_MODE = global.HSM_RENDER_SIMPLE_MODE;
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#pragma parameter HSM_RENDER_SIMPLE_MASK_TYPE " Mask Type: SCREEN | TUBE | BEZEL & FRAME | BEZEL | FRAME" 0 0 4 1
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float HSM_RENDER_SIMPLE_MASK_TYPE = global.HSM_RENDER_SIMPLE_MASK_TYPE;
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