// Made by Marot Satil, seri14, & Uchu Suzume using code from sYNTHwAVE88's Pixelate.fx 1.0 for the GShade ReShade package! // You can follow me via @MarotSatil on Twitter, but I don't use it all that much. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // 1. Redistributions of source code must retain the above copyright // notice, the header above it, this list of conditions, and the following disclaimer // in this position and unchanged. // 2. Redistributions in binary form must reproduce the above copyright // notice, the header above it, this list of conditions, and the following disclaimer in the // documentation and/or other materials provided with the distribution. // // THIS SOFTWARE IS PROVIDED BY THE AUTHORS ``AS IS'' AND ANY EXPRESS OR // IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES // OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. // IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, // INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT // NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF // THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include "ReShade.fxh" #include "Censor.fxh" uniform int Censor_Quantity < ui_type = "combo"; ui_label = "Number of Censors"; ui_tooltip = "The number of Censor techniques to generate. Please note that you will need to enable any added techniques manually.\n\nIn order to use this setting as shown, please install the \"UIBind\" addon created by cot6.\n\nAlternatively, you may specify the number of Censor techniques you would like to use in the Preprocessor Definitions below by adjusting CENSOR_QUANTITY\n\nEnabling too many of these in a DirectX 9 game or on lower end hardware is a very, very bad idea."; ui_items = "1\0" "2\0" "3\0" "4\0" "5\0" "6\0" "7\0" "8\0" "9\0" "10\0" "11\0" "12\0" "13\0" "14\0" "15\0" "16\0" "17\0" "18\0" "19\0" "20\0"; ui_bind = "CENSOR_QUANTITY"; > = 0; #ifndef CENSOR_QUANTITY #define CENSOR_QUANTITY 0 #endif CENSOR_SUMMONING("Censor 1", Censor_Opacity, Censor_Depth, Censor_Cell_Size, Censor_Smoothness_Average, Censor_Scale, Censor_ScaleX, Censor_ScaleY, Censor_PosX, Censor_PosY, Censor_SnapRotate, Censor_Rotate, Censor_InvertDepth, PS_Censor, Censor) #if CENSOR_QUANTITY > 0 CENSOR_SUMMONING("Censor 2", Censor2_Opacity, Censor2_Depth, Censor2_Cell_Size, Censor2_Smoothness_Average, Censor2_Scale, Censor2_ScaleX, Censor2_ScaleY, Censor2_PosX, Censor2_PosY, Censor2_SnapRotate, Censor2_Rotate, Censor2_InvertDepth, PS_Censor2, Censor2) #endif #if CENSOR_QUANTITY > 1 CENSOR_SUMMONING("Censor 3", Censor3_Opacity, Censor3_Depth, Censor3_Cell_Size, Censor3_Smoothness_Average, Censor3_Scale, Censor3_ScaleX, Censor3_ScaleY, Censor3_PosX, Censor3_PosY, Censor3_SnapRotate, Censor3_Rotate, Censor3_InvertDepth, PS_Censor3, Censor3) #endif #if CENSOR_QUANTITY > 2 CENSOR_SUMMONING("Censor 4", Censor4_Opacity, Censor4_Depth, Censor4_Cell_Size, Censor4_Smoothness_Average, Censor4_Scale, Censor4_ScaleX, Censor4_ScaleY, Censor4_PosX, Censor4_PosY, Censor4_SnapRotate, Censor4_Rotate, Censor4_InvertDepth, PS_Censor4, Censor4) #endif #if CENSOR_QUANTITY > 3 CENSOR_SUMMONING("Censor 5", Censor5_Opacity, Censor5_Depth, Censor5_Cell_Size, Censor5_Smoothness_Average, Censor5_Scale, Censor5_ScaleX, Censor5_ScaleY, Censor5_PosX, Censor5_PosY, Censor5_SnapRotate, Censor5_Rotate, Censor5_InvertDepth, PS_Censor5, Censor5) #endif #if CENSOR_QUANTITY > 4 CENSOR_SUMMONING("Censor 6", Censor6_Opacity, Censor6_Depth, Censor6_Cell_Size, Censor6_Smoothness_Average, Censor6_Scale, Censor6_ScaleX, Censor6_ScaleY, Censor6_PosX, Censor6_PosY, Censor6_SnapRotate, Censor6_Rotate, Censor6_InvertDepth, PS_Censor6, Censor6) #endif #if CENSOR_QUANTITY > 5 CENSOR_SUMMONING("Censor 7", Censor7_Opacity, Censor7_Depth, Censor7_Cell_Size, Censor7_Smoothness_Average, Censor7_Scale, Censor7_ScaleX, Censor7_ScaleY, Censor7_PosX, Censor7_PosY, Censor7_SnapRotate, Censor7_Rotate, Censor7_InvertDepth, PS_Censor7, Censor7) #endif #if CENSOR_QUANTITY > 6 CENSOR_SUMMONING("Censor 8", Censor8_Opacity, Censor8_Depth, Censor8_Cell_Size, Censor8_Smoothness_Average, Censor8_Scale, Censor8_ScaleX, Censor8_ScaleY, Censor8_PosX, Censor8_PosY, Censor8_SnapRotate, Censor8_Rotate, Censor8_InvertDepth, PS_Censor8, Censor8) #endif #if CENSOR_QUANTITY > 7 CENSOR_SUMMONING("Censor 9", Censor9_Opacity, Censor9_Depth, Censor9_Cell_Size, Censor9_Smoothness_Average, Censor9_Scale, Censor9_ScaleX, Censor9_ScaleY, Censor9_PosX, Censor9_PosY, Censor9_SnapRotate, Censor9_Rotate, Censor9_InvertDepth, PS_Censor9, Censor9) #endif #if CENSOR_QUANTITY > 8 CENSOR_SUMMONING("Censor 10", Censor10_Opacity, Censor10_Depth, Censor10_Cell_Size, Censor10_Smoothness_Average, Censor10_Scale, Censor10_ScaleX, Censor10_ScaleY, Censor10_PosX, Censor10_PosY, Censor10_SnapRotate, Censor10_Rotate, Censor10_InvertDepth, PS_Censor10, Censor10) #endif #if CENSOR_QUANTITY > 9 CENSOR_SUMMONING("Censor 11", Censor11_Opacity, Censor11_Depth, Censor11_Cell_Size, Censor11_Smoothness_Average, Censor11_Scale, Censor11_ScaleX, Censor11_ScaleY, Censor11_PosX, Censor11_PosY, Censor11_SnapRotate, Censor11_Rotate, Censor11_InvertDepth, PS_Censor11, Censor11) #endif #if CENSOR_QUANTITY > 10 CENSOR_SUMMONING("Censor 12", Censor12_Opacity, Censor12_Depth, Censor12_Cell_Size, Censor12_Smoothness_Average, Censor12_Scale, Censor12_ScaleX, Censor12_ScaleY, Censor12_PosX, Censor12_PosY, Censor12_SnapRotate, Censor12_Rotate, Censor12_InvertDepth, PS_Censor12, Censor12) #endif #if CENSOR_QUANTITY > 11 CENSOR_SUMMONING("Censor 13", Censor13_Opacity, Censor13_Depth, Censor13_Cell_Size, Censor13_Smoothness_Average, Censor13_Scale, Censor13_ScaleX, Censor13_ScaleY, Censor13_PosX, Censor13_PosY, Censor13_SnapRotate, Censor13_Rotate, Censor13_InvertDepth, PS_Censor13, Censor13) #endif #if CENSOR_QUANTITY > 114 CENSOR_SUMMONING("Censor 14", Censor14_Opacity, Censor14_Depth, Censor14_Cell_Size, Censor14_Smoothness_Average, Censor14_Scale, Censor14_ScaleX, Censor14_ScaleY, Censor14_PosX, Censor14_PosY, Censor14_SnapRotate, Censor14_Rotate, Censor14_InvertDepth, PS_Censor14, Censor14) #endif #if CENSOR_QUANTITY > 13 CENSOR_SUMMONING("Censor 15", Censor15_Opacity, Censor15_Depth, Censor15_Cell_Size, Censor15_Smoothness_Average, Censor15_Scale, Censor15_ScaleX, Censor15_ScaleY, Censor15_PosX, Censor15_PosY, Censor15_SnapRotate, Censor15_Rotate, Censor15_InvertDepth, PS_Censor15, Censor15) #endif #if CENSOR_QUANTITY > 14 CENSOR_SUMMONING("Censor 16", Censor16_Opacity, Censor16_Depth, Censor16_Cell_Size, Censor16_Smoothness_Average, Censor16_Scale, Censor16_ScaleX, Censor16_ScaleY, Censor16_PosX, Censor16_PosY, Censor16_SnapRotate, Censor16_Rotate, Censor16_InvertDepth, PS_Censor16, Censor16) #endif #if CENSOR_QUANTITY > 15 CENSOR_SUMMONING("Censor 17", Censor17_Opacity, Censor17_Depth, Censor17_Cell_Size, Censor17_Smoothness_Average, Censor17_Scale, Censor17_ScaleX, Censor17_ScaleY, Censor17_PosX, Censor17_PosY, Censor17_SnapRotate, Censor17_Rotate, Censor17_InvertDepth, PS_Censor17, Censor17) #endif #if CENSOR_QUANTITY > 16 CENSOR_SUMMONING("Censor 18", Censor18_Opacity, Censor18_Depth, Censor18_Cell_Size, Censor18_Smoothness_Average, Censor18_Scale, Censor18_ScaleX, Censor18_ScaleY, Censor18_PosX, Censor18_PosY, Censor18_SnapRotate, Censor18_Rotate, Censor18_InvertDepth, PS_Censor18, Censor18) #endif #if CENSOR_QUANTITY > 17 CENSOR_SUMMONING("Censor 19", Censor19_Opacity, Censor19_Depth, Censor19_Cell_Size, Censor19_Smoothness_Average, Censor19_Scale, Censor19_ScaleX, Censor19_ScaleY, Censor19_PosX, Censor19_PosY, Censor19_SnapRotate, Censor19_Rotate, Censor19_InvertDepth, PS_Censor19, Censor19) #endif #if CENSOR_QUANTITY > 18 CENSOR_SUMMONING("Censor 20", Censor20_Opacity, Censor20_Depth, Censor20_Cell_Size, Censor20_Smoothness_Average, Censor20_Scale, Censor20_ScaleX, Censor20_ScaleY, Censor20_PosX, Censor20_PosY, Censor20_SnapRotate, Censor20_Rotate, Censor20_InvertDepth, PS_Censor20, Censor20) #endif