#ifndef SLB_MOTION_BLUR_SETTINGS_H #define SLB_MOTION_BLUR_SETTINGS_H #define SLB_MBLUR_SAMPLES int(4) /// Blur samples /// default int(4) /// vanilla int(6) #define SLB_MBLUR_CLAMP float(0.1) /// Max blur length /// default float(0.1) /// vanilla float(0.012) #define SLB_MBLUR_LENGTH float(120) /// Blur length /// default float(120) /// vanilla float(12) #define SLB_MBLUR_ANIMATED_DITHER /// Comment to disable #define SLB_MBLUR_CONE_DITHER float(0.0) /// Cone like dithering aka blurriness // default float(0.0) #define SLB_MBLUR_DUAL /// Blur in both directions. Comment to disable #define SLB_MBLUR_REVERSED /// Reverse blur direction. Comment to disable #define SLB_MBLUR_WPN /// Disabled motion blur for weapon and hud. Comment to disable #define SLB_MBLUR_WPN_RADIUS float(1.3) /// default float(1.3) #define SLB_MBLUR_WPN_RADIUS_SMOOTHING float(1.0) /// default float(1.0) #define SLB_MBLUR_SIGHT_MASK /// Try its best to detect reticle but too many false positives #define SLB_MBLUR_SIGHT_MASK_SIZE float(5.0) /// Radius for searching /// default float(5.0) #define SLB_MBLUR_SIGHT_MASK_COLOR /// Color based sight detection #define SLB_MBLUR_SIGHT_MASK_COLOR_THRESHOLD float(0.5) /// Threshold for masking /// default float(0.5) // #define SLB_MBLUR_SIGHT_MASK_COLOR_SLOWER /// Slower and maybe better #define SLB_MBLUR_SIGHT_MASK_COLOR_SLOWER_THRESHOLD float(0.8) /// Threshold for masking /// default float(0.8) #endif /// SLB_MOTION_BLUR_SETTINGS_H