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Refactored LUT shader files. #1

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97 changes: 7 additions & 90 deletions Shaders/48 Sepia Tones MLUT.fx
Original file line number Diff line number Diff line change
@@ -1,90 +1,7 @@
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// ReShade effect file
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Multi-LUT shader, using a texture atlas with multiple LUTs
// by Otis / Infuse Project.
// Based on Marty's LUT shader 1.0 for ReShade 3.0
// Copyright © 2008-2016 Marty McFly
//
// Edit by prod80 | 2020 | https://github.com/prod80/prod80-ReShade-Repository
// Removed blend modes (luma/chroma)
// Help identifying blending issues by kingeric1992
// Converted by TheGordinho
// Thanks to kingeric1992 and Matsilagi for the tools
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

#ifndef fLUT_TextureName
#define fLUT_TextureName "48 Sepia Tones MLUT.png"
#endif
#ifndef fLUT_TileSizeXY
#define fLUT_TileSizeXY 32
#endif
#ifndef fLUT_TileAmount
#define fLUT_TileAmount 32
#endif
#ifndef fLUT_LutAmount
#define fLUT_LutAmount 48
#endif

#include "ReShade.fxh"

namespace MLUT_MultiLUT_48Sepia_tones
{
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
uniform int fLUT_LutSelector <
ui_type = "combo";
ui_min= 0; ui_max=16;
ui_items=" SemiBW 1 S\0 SemiBW 1\0 SemiBW 2 S\0 SemiBW 2\0 SemiBW 3 S\0 SemiBW 3\0 SemiBW 4 S\0 SemiBW 4\0 SemiBW 5 S\0 SemiBW 5\0 SemiBW 6 S\0 SemiBW 6\0 SemiBW 7 S\0 SemiBW 7\0 SemiBW 8 S\0 SemiBW 8\0 Sepia 1 S\0 Sepia 1\0 Sepia 2 S\0 Sepia 2\0 Sepia 3 S\0 Sepia 3\0 Sepia 4 S\0 Sepia 4\0 Sepia 5 S\0 Sepia 5\0 Sepia 6 S\0 Sepia 6\0 Sepia 7 S\0 Sepia 7\0 Sepia 8 S\0 Sepia 8\0 Urban 1 S\0 Urban 1\0 Urban 2 S\0 Urban 2\0 Urban 3 S\0 Urban 3\0 Urban 4 S\0 Urban 4\0 Urban 5 S\0 Urban 5\0 Urban 6 S\0 Urban 6\0 Urban 7 S\0 Urban 7\0 Urban 8 S\0 Urban 8\0";
ui_label = "The LUT to use";

> = 0;

uniform float fLUT_Intensity <
ui_type = "slider";
ui_min = 0.00; ui_max = 1.00;
ui_label = "LUT Intensity";
ui_tooltip = "Intensity of LUT effect";
> = 1.00;

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

texture texMultiLUT_MLUT_pda80_48_sepia_tones < source = fLUT_TextureName; > { Width = fLUT_TileSizeXY * fLUT_TileAmount; Height = fLUT_TileSizeXY * fLUT_LutAmount; Format = RGBA8; };
sampler SamplerMultiLUT { Texture = texMultiLUT_MLUT_pda80_48_sepia_tones; };

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

void PS_MultiLUT_Apply( float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 color : SV_Target0 )
{
color = tex2D( ReShade::BackBuffer, texcoord.xy );
float2 texelsize = rcp( fLUT_TileSizeXY );
texelsize.x /= fLUT_TileAmount;

float3 lutcoord = float3(( color.xy * fLUT_TileSizeXY - color.xy + 0.5f ) * texelsize.xy, color.z * fLUT_TileSizeXY - color.z );
lutcoord.y /= fLUT_LutAmount;
lutcoord.y += ( float( fLUT_LutSelector ) / fLUT_LutAmount );
float lerpfact = frac( lutcoord.z );
lutcoord.x += ( lutcoord.z - lerpfact ) * texelsize.y;

float3 lutcolor = lerp( tex2D( SamplerMultiLUT, lutcoord.xy ).xyz, tex2D( SamplerMultiLUT, float2( lutcoord.x + texelsize.y, lutcoord.y )).xyz, lerpfact );
color.xyz = lerp( color.xyz, lutcolor.xyz, fLUT_Intensity );
}

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

technique Sepia_Tones_MLUT
{
pass MultiLUT_Apply
{
VertexShader = PostProcessVS;
PixelShader = PS_MultiLUT_Apply;
}
}
}
#define fLUT_Name Sepia_Tones_MLUT
#define fLUT_LutList " SemiBW 1 S\0 SemiBW 1\0 SemiBW 2 S\0 SemiBW 2\0 SemiBW 3 S\0 SemiBW 3\0 SemiBW 4 S\0 SemiBW 4\0 SemiBW 5 S\0 SemiBW 5\0 SemiBW 6 S\0 SemiBW 6\0 SemiBW 7 S\0 SemiBW 7\0 SemiBW 8 S\0 SemiBW 8\0 Sepia 1 S\0 Sepia 1\0 Sepia 2 S\0 Sepia 2\0 Sepia 3 S\0 Sepia 3\0 Sepia 4 S\0 Sepia 4\0 Sepia 5 S\0 Sepia 5\0 Sepia 6 S\0 Sepia 6\0 Sepia 7 S\0 Sepia 7\0 Sepia 8 S\0 Sepia 8\0 Urban 1 S\0 Urban 1\0 Urban 2 S\0 Urban 2\0 Urban 3 S\0 Urban 3\0 Urban 4 S\0 Urban 4\0 Urban 5 S\0 Urban 5\0 Urban 6 S\0 Urban 6\0 Urban 7 S\0 Urban 7\0 Urban 8 S\0 Urban 8\0"
#define fLUT_TextureName "48 Sepia Tones MLUT.png"
#define fLUT_TileSizeXY 32
#define fLUT_TileAmount 32
#define fLUT_LutAmount 48
#include "_BaseLUT.fxh"
100 changes: 7 additions & 93 deletions Shaders/Anime MLUT.fx
Original file line number Diff line number Diff line change
@@ -1,93 +1,7 @@
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// ReShade effect file
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Multi-LUT shader, using a texture atlas with multiple LUTs
// by Otis / Infuse Project.
// Based on Marty's LUT shader 1.0 for ReShade 3.0
// Copyright © 2008-2016 Marty McFly
//
// Edit by prod80 | 2020 | https://github.com/prod80/prod80-ReShade-Repository
// Removed blend modes (luma/chroma)
// Help identifying blending issues by kingeric1992
// Converted by TheGordinho
// Thanks to kingeric1992 and Matsilagi for the tools
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

#ifndef fLUT_TextureName
#define fLUT_TextureName "Anime MLUT.png"
#endif
#ifndef fLUT_TileSizeXY
#define fLUT_TileSizeXY 32
#endif
#ifndef fLUT_TileAmount
#define fLUT_TileAmount 32
#endif
#ifndef fLUT_LutAmount
#define fLUT_LutAmount 100
#endif


#include "ReShade.fxh"

namespace MLUT_MultiLUT_Anime
{
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


uniform int fLUT_LutSelector <
ui_type = "combo";
ui_min= 0; ui_max=16;
ui_items=" Anime 01\0 Anime 01_S\0 Anime 02\0 Anime 02_S\0 Anime 03\0 Anime 03_S\0 Anime 04\0 Anime 04_S\0 Anime 05\0 Anime 05_S\0 Anime 06\0 Anime 06_S\0 Anime 07\0 Anime 07_S\0 Anime 08\0 Anime 08_S\0 Anime 09\0 Anime 09_S\0 Anime 10\0 Anime 10_S\0 Arcade 01\0 Arcade 01_S\0 Arcade 02\0 Arcade 02_S\0 Arcade 03\0 Arcade 03_S\0 Arcade 04\0 Arcade 04_S\0 Arcade 05\0 Arcade 05_S\0 Arcade 06\0 Arcade 06_S\0 Arcade 07\0 Arcade 07_S\0 Arcade 08\0 Arcade 08_S\0 Arcade 09\0 Arcade 09_S\0 Arcade 10\0 Arcade 10_S\0 Game 01\0 Game 01_S\0 Game 02\0 Game 02_S\0 Game 03\0 Game 03_S\0 Game 04\0 Game 04_S\0 Game 05\0 Game 05_S\0 Game 06\0 Game 06_S\0 Game 07\0 Game 07_S\0 Game 08\0 Game 08_S\0 Game 09\0 Game 09_S\0 Game 10\0 Game 10_S\0 Virtual 01\0 Virtual 01_S\0 Virtual 02\0 Virtual 02_S\0 Virtual 03\0 Virtual 03_S\0 Virtual 04\0 Virtual 04_S\0 Virtual 05\0 Virtual 05_S\0 Virtual 06\0 Virtual 06_S\0 Virtual 07\0 Virtual 07_S\0 Virtual 08\0 Virtual 08_S\0 Virtual 09\0 Virtual 09_S\0 Virtual 10\0 Virtual 10_S\0 Yolk 01\0 Yolk 01_S\0 Yolk 02\0 Yolk 02_S\0 Yolk 03\0 Yolk 03_S\0 Yolk 04\0 Yolk 04_S\0 Yolk 05\0 Yolk 05_S\0 Yolk 06\0 Yolk 06_S\0 Yolk 07\0 Yolk 07_S\0 Yolk 08\0 Yolk 08_S\0 Yolk 09\0 Yolk 09_S\0 Yolk 10\0 Yolk 10_S\0";
ui_label = "The LUT to use";

> = 0;

uniform float fLUT_Intensity <
ui_type = "slider";
ui_min = 0.00; ui_max = 1.00;
ui_label = "LUT Intensity";
ui_tooltip = "Intensity of LUT effect";
> = 1.00;

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

texture texMultiLUT_MLUT_pdb80_Anime < source = fLUT_TextureName; > { Width = fLUT_TileSizeXY * fLUT_TileAmount; Height = fLUT_TileSizeXY * fLUT_LutAmount; Format = RGBA8; };
sampler SamplerMultiLUT { Texture = texMultiLUT_MLUT_pdb80_Anime; };

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

void PS_MultiLUT_Apply( float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 color : SV_Target0 )
{
color = tex2D( ReShade::BackBuffer, texcoord.xy );
float2 texelsize = rcp( fLUT_TileSizeXY );
texelsize.x /= fLUT_TileAmount;

float3 lutcoord = float3(( color.xy * fLUT_TileSizeXY - color.xy + 0.5f ) * texelsize.xy, color.z * fLUT_TileSizeXY - color.z );
lutcoord.y /= fLUT_LutAmount;
lutcoord.y += ( float( fLUT_LutSelector ) / fLUT_LutAmount );
float lerpfact = frac( lutcoord.z );
lutcoord.x += ( lutcoord.z - lerpfact ) * texelsize.y;

float3 lutcolor = lerp( tex2D( SamplerMultiLUT, lutcoord.xy ).xyz, tex2D( SamplerMultiLUT, float2( lutcoord.x + texelsize.y, lutcoord.y )).xyz, lerpfact );
color.xyz = lerp( color.xyz, lutcolor.xyz, fLUT_Intensity );
}

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

technique Anime_MLUT
{
pass MultiLUT_Apply
{
VertexShader = PostProcessVS;
PixelShader = PS_MultiLUT_Apply;
}
}
}
#define fLUT_Name Anime_MLUT
#define fLUT_LutList " Anime 01\0 Anime 01_S\0 Anime 02\0 Anime 02_S\0 Anime 03\0 Anime 03_S\0 Anime 04\0 Anime 04_S\0 Anime 05\0 Anime 05_S\0 Anime 06\0 Anime 06_S\0 Anime 07\0 Anime 07_S\0 Anime 08\0 Anime 08_S\0 Anime 09\0 Anime 09_S\0 Anime 10\0 Anime 10_S\0 Arcade 01\0 Arcade 01_S\0 Arcade 02\0 Arcade 02_S\0 Arcade 03\0 Arcade 03_S\0 Arcade 04\0 Arcade 04_S\0 Arcade 05\0 Arcade 05_S\0 Arcade 06\0 Arcade 06_S\0 Arcade 07\0 Arcade 07_S\0 Arcade 08\0 Arcade 08_S\0 Arcade 09\0 Arcade 09_S\0 Arcade 10\0 Arcade 10_S\0 Game 01\0 Game 01_S\0 Game 02\0 Game 02_S\0 Game 03\0 Game 03_S\0 Game 04\0 Game 04_S\0 Game 05\0 Game 05_S\0 Game 06\0 Game 06_S\0 Game 07\0 Game 07_S\0 Game 08\0 Game 08_S\0 Game 09\0 Game 09_S\0 Game 10\0 Game 10_S\0 Virtual 01\0 Virtual 01_S\0 Virtual 02\0 Virtual 02_S\0 Virtual 03\0 Virtual 03_S\0 Virtual 04\0 Virtual 04_S\0 Virtual 05\0 Virtual 05_S\0 Virtual 06\0 Virtual 06_S\0 Virtual 07\0 Virtual 07_S\0 Virtual 08\0 Virtual 08_S\0 Virtual 09\0 Virtual 09_S\0 Virtual 10\0 Virtual 10_S\0 Yolk 01\0 Yolk 01_S\0 Yolk 02\0 Yolk 02_S\0 Yolk 03\0 Yolk 03_S\0 Yolk 04\0 Yolk 04_S\0 Yolk 05\0 Yolk 05_S\0 Yolk 06\0 Yolk 06_S\0 Yolk 07\0 Yolk 07_S\0 Yolk 08\0 Yolk 08_S\0 Yolk 09\0 Yolk 09_S\0 Yolk 10\0 Yolk 10_S\0"
#define fLUT_TextureName "Anime MLUT.png"
#define fLUT_TileSizeXY 32
#define fLUT_TileAmount 32
#define fLUT_LutAmount 100
#include "_BaseLUT.fxh"
98 changes: 7 additions & 91 deletions Shaders/Ashes MLUT.fx
Original file line number Diff line number Diff line change
@@ -1,91 +1,7 @@
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// ReShade effect file
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Multi-LUT shader, using a texture atlas with multiple LUTs
// by Otis / Infuse Project.
// Based on Marty's LUT shader 1.0 for ReShade 3.0
// Copyright © 2008-2016 Marty McFly
//
// Edit by prod80 | 2020 | https://github.com/prod80/prod80-ReShade-Repository
// Removed blend modes (luma/chroma)
// Help identifying blending issues by kingeric1992
// Converted by TheGordinho
// Thanks to kingeric1992 and Matsilagi for the tools
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

#ifndef fLUT_TextureName
#define fLUT_TextureName "Ashes MLUT.png"
#endif
#ifndef fLUT_TileSizeXY
#define fLUT_TileSizeXY 32
#endif
#ifndef fLUT_TileAmount
#define fLUT_TileAmount 32
#endif
#ifndef fLUT_LutAmount
#define fLUT_LutAmount 100
#endif

#include "ReShade.fxh"

namespace MLUT_MultiLUT_Ashes
{
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

uniform int fLUT_LutSelector <
ui_type = "combo";
ui_min= 0; ui_max=16;
ui_items=" Dillon 01\0 Dillon 01_S\0 Dillon 02\0 Dillon 02_S\0 Dillon 03\0 Dillon 03_S\0 Dillon 04\0 Dillon 04_S\0 Dillon 05\0 Dillon 05_S\0 Dillon 06\0 Dillon 06_S\0 Dillon 07\0 Dillon 07_S\0 Dillon 08\0 Dillon 08_S\0 Dillon 09\0 Dillon 09_S\0 Dillon 10\0 Dillon 10_S\0 Mankato 01\0 Mankato 01_S\0 Mankato 02\0 Mankato 02_S\0 Mankato 03\0 Mankato 03_S\0 Mankato 04\0 Mankato 04_S\0 Mankato 05\0 Mankato 05_S\0 Mankato 06\0 Mankato 06_S\0 Mankato 07\0 Mankato 07_S\0 Mankato 08\0 Mankato 08_S\0 Mankato 09\0 Mankato 09_S\0 Mankato 10\0 Mankato 10_S\0 Mesa 01\0 Mesa 01_S\0 Mesa 02\0 Mesa 02_S\0 Mesa 03\0 Mesa 03_S\0 Mesa 04\0 Mesa 04_S\0 Mesa 05\0 Mesa 05_S\0 Mesa 06\0 Mesa 06_S\0 Mesa 07\0 Mesa 07_S\0 Mesa 08\0 Mesa 08_S\0 Mesa 09\0 Mesa 09_S\0 Mesa 10\0 Mesa 10_S\0 Pecos 01\0 Pecos 01_S\0 Pecos 02\0 Pecos 02_S\0 Pecos 03\0 Pecos 03_S\0 Pecos 04\0 Pecos 04_S\0 Pecos 05\0 Pecos 05_S\0 Pecos 06\0 Pecos 06_S\0 Pecos 07\0 Pecos 07_S\0 Pecos 08\0 Pecos 08_S\0 Pecos 09\0 Pecos 09_S\0 Pecos 10\0 Pecos 10_S\0 Westerly 01\0 Westerly 01_S\0 Westerly 02\0 Westerly 02_S\0 Westerly 03\0 Westerly 03_S\0 Westerly 04\0 Westerly 04_S\0 Westerly 05\0 Westerly 05_S\0 Westerly 06\0 Westerly 06_S\0 Westerly 07\0 Westerly 07_S\0 Westerly 08\0 Westerly 08_S\0 Westerly 09\0 Westerly 09_S\0 Westerly 10\0 Westerly 10_S\0";
ui_label = "The LUT to use";

> = 0;

uniform float fLUT_Intensity <
ui_type = "slider";
ui_min = 0.00; ui_max = 1.00;
ui_label = "LUT Intensity";
ui_tooltip = "Intensity of LUT effect";
> = 1.00;

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

texture texMultiLUT_MLUT_pd80_Ashes < source = fLUT_TextureName; > { Width = fLUT_TileSizeXY * fLUT_TileAmount; Height = fLUT_TileSizeXY * fLUT_LutAmount; Format = RGBA8; };
sampler SamplerMultiLUT { Texture = texMultiLUT_MLUT_pd80_Ashes; };

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

void PS_MultiLUT_Apply( float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 color : SV_Target0 )
{
color = tex2D( ReShade::BackBuffer, texcoord.xy );
float2 texelsize = rcp( fLUT_TileSizeXY );
texelsize.x /= fLUT_TileAmount;

float3 lutcoord = float3(( color.xy * fLUT_TileSizeXY - color.xy + 0.5f ) * texelsize.xy, color.z * fLUT_TileSizeXY - color.z );
lutcoord.y /= fLUT_LutAmount;
lutcoord.y += ( float( fLUT_LutSelector ) / fLUT_LutAmount );
float lerpfact = frac( lutcoord.z );
lutcoord.x += ( lutcoord.z - lerpfact ) * texelsize.y;

float3 lutcolor = lerp( tex2D( SamplerMultiLUT, lutcoord.xy ).xyz, tex2D( SamplerMultiLUT, float2( lutcoord.x + texelsize.y, lutcoord.y )).xyz, lerpfact );
color.xyz = lerp( color.xyz, lutcolor.xyz, fLUT_Intensity );
}

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

technique Ashes_MLUT
{
pass MultiLUT_Apply
{
VertexShader = PostProcessVS;
PixelShader = PS_MultiLUT_Apply;
}
}
}
#define fLUT_Name Ashes_MLUT
#define fLUT_LutList " Dillon 01\0 Dillon 01_S\0 Dillon 02\0 Dillon 02_S\0 Dillon 03\0 Dillon 03_S\0 Dillon 04\0 Dillon 04_S\0 Dillon 05\0 Dillon 05_S\0 Dillon 06\0 Dillon 06_S\0 Dillon 07\0 Dillon 07_S\0 Dillon 08\0 Dillon 08_S\0 Dillon 09\0 Dillon 09_S\0 Dillon 10\0 Dillon 10_S\0 Mankato 01\0 Mankato 01_S\0 Mankato 02\0 Mankato 02_S\0 Mankato 03\0 Mankato 03_S\0 Mankato 04\0 Mankato 04_S\0 Mankato 05\0 Mankato 05_S\0 Mankato 06\0 Mankato 06_S\0 Mankato 07\0 Mankato 07_S\0 Mankato 08\0 Mankato 08_S\0 Mankato 09\0 Mankato 09_S\0 Mankato 10\0 Mankato 10_S\0 Mesa 01\0 Mesa 01_S\0 Mesa 02\0 Mesa 02_S\0 Mesa 03\0 Mesa 03_S\0 Mesa 04\0 Mesa 04_S\0 Mesa 05\0 Mesa 05_S\0 Mesa 06\0 Mesa 06_S\0 Mesa 07\0 Mesa 07_S\0 Mesa 08\0 Mesa 08_S\0 Mesa 09\0 Mesa 09_S\0 Mesa 10\0 Mesa 10_S\0 Pecos 01\0 Pecos 01_S\0 Pecos 02\0 Pecos 02_S\0 Pecos 03\0 Pecos 03_S\0 Pecos 04\0 Pecos 04_S\0 Pecos 05\0 Pecos 05_S\0 Pecos 06\0 Pecos 06_S\0 Pecos 07\0 Pecos 07_S\0 Pecos 08\0 Pecos 08_S\0 Pecos 09\0 Pecos 09_S\0 Pecos 10\0 Pecos 10_S\0 Westerly 01\0 Westerly 01_S\0 Westerly 02\0 Westerly 02_S\0 Westerly 03\0 Westerly 03_S\0 Westerly 04\0 Westerly 04_S\0 Westerly 05\0 Westerly 05_S\0 Westerly 06\0 Westerly 06_S\0 Westerly 07\0 Westerly 07_S\0 Westerly 08\0 Westerly 08_S\0 Westerly 09\0 Westerly 09_S\0 Westerly 10\0 Westerly 10_S\0"
#define fLUT_TextureName "Ashes MLUT.png"
#define fLUT_TileSizeXY 32
#define fLUT_TileAmount 32
#define fLUT_LutAmount 100
#include "_BaseLUT.fxh"
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