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Ls_Dollface.xml
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Ls_Dollface.xml
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<ShaderNodePreset SupportsAdaptiveDegradation="0" Description="Dollface - blend similar colours with a bilateral filter whilst preserving edges, to remove grain or wrinkles
lewis@lewissaunders.com" Name="Dollface" LimitInputsToTexture="True" TimelineUseBack="False">
<Shader OutputBitDepth="Output" Index="1">
<Uniform ResDependent="None" Max="100.0" Min="0.0" Default="2.5" Inc="0.01" Tooltip="Amount of softening in similar areas" Row="1" Col="1" Page="0" DisplayName="Sigma" Type="float" Name="sigma">
</Uniform>
<Uniform ResDependent="None" Max="100.0" Min="0.001" Default="20.0" Inc="0.1" Tooltip="Increase to keep more edges - if this is quite high you may want to blur the result a little because edges can get very hard" Row="2" Col="1" Page="0" DisplayName="Edge preservation" Type="float" Name="threshold">
</Uniform>
<Uniform Max="3" Min="0" Default="2" Inc="1" Tooltip="Increase to remove artifacts" Row="2" Col="2" Page="0" DisplayName="Quality" Type="int" Name="quality">
</Uniform>
<Uniform Row="3" Col="2" Page="0" Default="False" Tooltip="Use very slow but accurate algorithm" DisplayName="Precise blending" Type="bool" Name="slow">
</Uniform>
<Uniform Index="0" NoInput="Error" Tooltip="" DisplayName="Front" InputType="Front" Mipmaps="False" GL_TEXTURE_WRAP_T="GL_CLAMP_TO_EDGE" GL_TEXTURE_WRAP_S="GL_CLAMP_TO_EDGE" GL_TEXTURE_MAG_FILTER="GL_LINEAR" GL_TEXTURE_MIN_FILTER="GL_LINEAR" Type="sampler2D" Name="front">
</Uniform>
<Uniform Index="1" NoInput="White" Tooltip="" DisplayName="Strength" InputColor="80, 80, 20" InputType="Selective" Mipmaps="False" GL_TEXTURE_WRAP_T="GL_CLAMP_TO_EDGE" GL_TEXTURE_WRAP_S="GL_CLAMP_TO_EDGE" GL_TEXTURE_MAG_FILTER="GL_LINEAR" GL_TEXTURE_MIN_FILTER="GL_LINEAR" Type="sampler2D" Name="strength">
</Uniform>
</Shader>
<Shader OutputBitDepth="Output" Index="2">
<Uniform Type="float" Name="sigma">
<Duplicate>
</Duplicate>
</Uniform>
<Uniform Type="bool" Name="slow">
<Duplicate>
</Duplicate>
</Uniform>
<Uniform Type="int" Name="quality">
<Duplicate>
</Duplicate>
</Uniform>
<Uniform Type="float" Name="threshold">
<Duplicate>
</Duplicate>
</Uniform>
<Uniform Mipmaps="False" GL_TEXTURE_WRAP_T="GL_CLAMP_TO_EDGE" GL_TEXTURE_WRAP_S="GL_CLAMP_TO_EDGE" GL_TEXTURE_MAG_FILTER="GL_LINEAR" GL_TEXTURE_MIN_FILTER="GL_LINEAR" Type="sampler2D" Name="adsk_results_pass1">
</Uniform>
<Uniform Index="2" Tooltip="" DisplayName="Strength" Mipmaps="False" GL_TEXTURE_WRAP_T="GL_CLAMP_TO_EDGE" GL_TEXTURE_WRAP_S="GL_CLAMP_TO_EDGE" GL_TEXTURE_MAG_FILTER="GL_LINEAR" GL_TEXTURE_MIN_FILTER="GL_LINEAR" Type="sampler2D" Name="strength">
<Duplicate>
</Duplicate>
</Uniform>
</Shader>
<Page Name="Dollface" Page="0">
<Col Name="Blur" Col="1" Page="0">
</Col>
<Col Name="Quality" Col="2" Page="0">
</Col>
</Page>
</ShaderNodePreset>