obs-StreamFX/data/locale/en-US.ini

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# Generic
Advanced="Advanced"
FileType.Image="Image"
FileType.Images="Images"
FileType.Video="Video"
FileType.Videos="Videos"
FileType.Sound="Sound"
FileType.Sounds="Sounds"
FileType.Effect="Effect"
FileType.Effects="Effects"
# Mip Generator
MipGenerator="Mipmap Generator"
MipGenerator.Description="Which mip generator should be used?"
MipGenerator.Point="Point"
MipGenerator.Linear="Linear"
MipGenerator.Sharpen="Sharpen"
MipGenerator.Smoothen="Smoothen"
MipGenerator.Bicubic="Bicubic"
MipGenerator.Lanczos="Lanczos"
MipGenerator.Intensity="Intensity"
MipGenerator.Intensity.Description="Intensity of the Generator"
# Custom Shader
CustomShader.Type="Type"
CustomShader.Type.Description="What type of shader do you want to use?"
CustomShader.Type.Text="Text"
CustomShader.Type.File="File"
CustomShader.Input.Text="Shader Content"
CustomShader.Input.Text.Description="Text to load as a shader."
CustomShader.Input.File="Shader File"
CustomShader.Input.File.Description="File to load as a shader."
CustomShader.Texture.Type="Type"
CustomShader.Texture.Type.Description="What type of texture do you want to use?"
CustomShader.Texture.Type.File="File"
CustomShader.Texture.Type.Source="Source"
# Filter - Blur
Filter.Blur="Blur"
Filter.Blur.Type="Type"
Filter.Blur.Type.Description="The type of blur to apply:\n- 'Box' smoothes pixels equally.\n- 'Box Linear' uses linear sampling to reduce the GPU usage, sacrificing minimal quality.\n- 'Gaussian' applies a gaussian curve to the smoothed pixels.\n- 'Gaussian Linear' again uses linear sampling to reduce the total samples, sacrificing more quality this time.\n- 'Bilateral' is an edge detection variant of 'Gaussian'."
Filter.Blur.Type.Box="Box"
Filter.Blur.Type.BoxLinear="Box Linear"
Filter.Blur.Type.Gaussian="Gaussian"
Filter.Blur.Type.GaussianLinear="Gaussian Linear"
Filter.Blur.Type.Bilateral="Bilateral"
Filter.Blur.Size="Size (Pixel)"
Filter.Blur.Size.Description="Area size of the blur, large sizes may cause:\n- Skipped frames\n- Frame loss or drops\n- Input lag\n- GPU overheating\n- or other issues."
Filter.Blur.Bilateral.Smoothing="Smoothing"
Filter.Blur.Bilateral.Sharpness="Sharpness"
Filter.Blur.Directional="Directional Blur"
Filter.Blur.Directional.Description="Change the Blur into a Directional Blur. May not work with all Blur Types."
Filter.Blur.Directional.Angle="Angle"
Filter.Blur.Directional.Angle.Description="The angle in degrees for the Directional Blur."
Filter.Blur.StepScale="Step Scaling"
Filter.Blur.StepScale.Description="Scale the texel step used in the Blur shader, which allows for smaller Blur sizes to cover more space, at the cost of some quality.\nCan be combined with Directional Blur to change the behavior drastically."
Filter.Blur.StepScale.X="Step Scale X"
Filter.Blur.StepScale.Y="Step Scale Y"
Filter.Blur.Region="Apply to Region only"
Filter.Blur.Region.Description="Only apply the blur to a region inside the source."
Filter.Blur.Region.Left="Left Edge"
Filter.Blur.Region.Left.Description="Distance to left edge of the source in percent."
Filter.Blur.Region.Top="Top Edge"
Filter.Blur.Region.Top.Description="Distance to top edge of the source in percent."
Filter.Blur.Region.Right="Right Edge"
Filter.Blur.Region.Right.Description="Distance to right edge of the source in percent."
Filter.Blur.Region.Bottom="Bottom Edge"
Filter.Blur.Region.Bottom.Description="Distance to bottom edge of the source in percent."
Filter.Blur.Region.Feather="Feather Area"
Filter.Blur.Region.Feather.Description="Size of the smoothing area in percent, or 0 to turn off feather."
Filter.Blur.Region.Feather.Shift="Feather Shift"
Filter.Blur.Region.Feather.Shift.Description="Shift of the Feather area, positive is inwards, negative is outwards."
Filter.Blur.Region.Invert="Invert Region"
Filter.Blur.Region.Invert.Description="Invert the region so that everything but this area is blurred."
Filter.Blur.Mask="Apply a Mask"
Filter.Blur.Mask.Description="Apply a mask to the area that needs to be blurred, which allows for more control over the blurred area."
Filter.Blur.Mask.Type="Mask Type"
Filter.Blur.Mask.Type.Description="What kind of mask to you want to apply?"
Filter.Blur.Mask.Type.Region="Region"
Filter.Blur.Mask.Type.Image="Image"
Filter.Blur.Mask.Type.Source="Source"
Filter.Blur.Mask.Region.Left="Left Edge"
Filter.Blur.Mask.Region.Left.Description="Distance to left edge of the source in percent."
Filter.Blur.Mask.Region.Top="Top Edge"
Filter.Blur.Mask.Region.Top.Description="Distance to top edge of the source in percent."
Filter.Blur.Mask.Region.Right="Right Edge"
Filter.Blur.Mask.Region.Right.Description="Distance to right edge of the source in percent."
Filter.Blur.Mask.Region.Bottom="Bottom Edge"
Filter.Blur.Mask.Region.Bottom.Description="Distance to bottom edge of the source in percent."
Filter.Blur.Mask.Region.Feather="Feather Area"
Filter.Blur.Mask.Region.Feather.Description="Size of the smoothing area in percent, or 0 to turn off feather."
Filter.Blur.Mask.Region.Feather.Shift="Feather Shift"
Filter.Blur.Mask.Region.Feather.Shift.Description="Shift of the Feather area, positive is inwards, negative is outwards."
Filter.Blur.Mask.Region.Invert="Invert Region"
Filter.Blur.Mask.Region.Invert.Description="Invert the region so that everything but this area is blurred."
Filter.Blur.Mask.Image="Image Mask"
Filter.Blur.Mask.Image.Description="Image to use for the mask."
Filter.Blur.Mask.Source="Source Mask"
Filter.Blur.Mask.Source.Description="Source to use for the mask."
Filter.Blur.Mask.Color="Mask Color Filter"
Filter.Blur.Mask.Color.Description="Filter the mask by this color before applying it."
Filter.Blur.Mask.Alpha="Mask Alpha Filter"
Filter.Blur.Mask.Alpha.Description="Filter the mask by this alpha value before applying it."
Filter.Blur.Mask.Multiplier="Mask Multiplier"
Filter.Blur.Mask.Multiplier.Description="Multiply the final mask value by this value."
Filter.Blur.ColorFormat="Color Format"
# Filter - Custom Shader
Filter.CustomShader="Custom Shader"
Filter.CustomShader.Type="Type"
Filter.CustomShader.Type.Text="Text Input"
Filter.CustomShader.Type.File="File Input"
Filter.CustomShader.Content.Text="Effect Text"
Filter.CustomShader.Content.File="Effect File"
# Filter - Displacement
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Filter.Displacement="Displacement Mapping"
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Filter.Displacement.File="File"
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Filter.Displacement.File.Types="Images (*.png *.jpeg *.jpg *.bmp *.tga);;All Files (*)"
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Filter.Displacement.Ratio="Ratio"
Filter.Displacement.Scale="Scale"
# Filter - SDF Effects
Filter.SDFEffects="Signed Distance Field Effects"
Filter.SDFEffects.Shadow.Inner="Inner Shadow"
Filter.SDFEffects.Shadow.Inner.Description="Draw a shadow on the inside of the source?"
Filter.SDFEffects.Shadow.Inner.Range.Minimum="Inner Minimum Distance"
Filter.SDFEffects.Shadow.Inner.Range.Maximum="Inner Maximum Distance"
Filter.SDFEffects.Shadow.Inner.Offset.X="Inner Offset X"
Filter.SDFEffects.Shadow.Inner.Offset.Y="Inner Offset Y"
Filter.SDFEffects.Shadow.Inner.Color="Inner Color"
Filter.SDFEffects.Shadow.Inner.Alpha="Inner Alpha"
Filter.SDFEffects.Shadow.Outer="Outer Shadow"
Filter.SDFEffects.Shadow.Outer.Description="Draw a shadow on the outside of the source?"
Filter.SDFEffects.Shadow.Outer.Range.Minimum="Outer Minimum Distance"
Filter.SDFEffects.Shadow.Outer.Range.Maximum="Outer Maximum Distance"
Filter.SDFEffects.Shadow.Outer.Offset.X="Outer Offset X"
Filter.SDFEffects.Shadow.Outer.Offset.Y="Outer Offset Y"
Filter.SDFEffects.Shadow.Outer.Color="Outer Color"
Filter.SDFEffects.Shadow.Outer.Alpha="Outer Alpha"
Filter.SDFEffects.SDF.Scale="SDF Texture Scale"
Filter.SDFEffects.SDF.Scale.Description="Percentage to scale the SDF Texture Size by, relative to the Source Size.\nA higher value results in better quality, but slower updates,\n while lower values result in faster updates, but lower quality."
# Filter - Shape
Filter.Shape="Shape"
Filter.Shape.Loop="Repeat last Point"
Filter.Shape.Points="Points"
Filter.Shape.Point.X="Point %llu X"
Filter.Shape.Point.Y="Point %llu Y"
Filter.Shape.Point.U="Point %llu U"
Filter.Shape.Point.V="Point %llu V"
# Filter - Transform
Filter.Transform="3D Transform"
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Filter.Transform.Camera="Camera"
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Filter.Transform.Camera.Description="Projection mode used by the camera."
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Filter.Transform.Camera.Orthographic="Orthographic"
Filter.Transform.Camera.Perspective="Perspective"
Filter.Transform.Camera.FieldOfView="Field Of View"
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Filter.Transform.Camera.FieldOfView.Description="Vertical Field of View of the camera."
Filter.Transform.Position="Position"
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Filter.Transform.Position.Description="Position of the rendered quad."
Filter.Transform.Position.X="Position (X)"
Filter.Transform.Position.Y="Position (Y)"
Filter.Transform.Position.Z="Position (Z)"
Filter.Transform.Scale="Scale"
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Filter.Transform.Scale.Description="Scale of the rendered quad."
Filter.Transform.Scale.X="Scale (X)"
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Filter.Transform.Scale.Y="Scale (Y)"
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Filter.Transform.Shear="Shear"
Filter.Transform.Shear.Description="Shearing of the rendered quad."
Filter.Transform.Shear.X="Shear (X)"
Filter.Transform.Shear.Y="Shear (Y)"
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Filter.Transform.Rotation.Order="Rotation Order"
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Filter.Transform.Rotation.Order.Description="The order in which to apply the euler angles to the rendered quad."
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Filter.Transform.Rotation.Order.XYZ="Pitch, Yaw, Roll"
Filter.Transform.Rotation.Order.XZY="Pitch, Roll, Yaw"
Filter.Transform.Rotation.Order.YXZ="Yaw, Pitch, Roll"
Filter.Transform.Rotation.Order.YZX="Yaw, Roll, Pitch"
Filter.Transform.Rotation.Order.ZXY="Roll, Pitch, Yaw"
Filter.Transform.Rotation.Order.ZYX="Roll, Yaw, Pitch"
Filter.Transform.Rotation="Rotation"
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Filter.Transform.Rotation.Description="Euler rotation of the rendered quad, applied using the rotation order."
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Filter.Transform.Rotation.X="Pitch (X)"
Filter.Transform.Rotation.Y="Yaw (Y)"
Filter.Transform.Rotation.Z="Roll (Z)"
Filter.Transform.Mipmapping="Enable Mipmapping"
Filter.Transform.Mipmapping.Description="Generate mipmaps for the source, so that angled and far away parts are smoother."
# Source - Mirror
Source.Mirror="Source Mirror"
Source.Mirror.Source="Source"
Source.Mirror.Source.Description="Which Source should be mirrored?"
Source.Mirror.Source.Size="Source Size"
Source.Mirror.Source.Size.Description="The size of the source being mirrored. (Automatically updated)"
Source.Mirror.Source.Audio="Enable Audio"
Source.Mirror.Source.Audio.Description="Enables audio mirroring from this source."
Source.Mirror.Scaling="Rescale Source"
Source.Mirror.Scaling.Description="Should the source be rescaled?"
Source.Mirror.Scaling.Method="Filter"
Source.Mirror.Scaling.Method.Description="Which filter should be used for rescaling?"
Source.Mirror.Scaling.Method.Point="Point"
Source.Mirror.Scaling.Method.Bilinear="Bilinear"
Source.Mirror.Scaling.Method.BilinearLowRes="Bilinear (Low Resolution)"
Source.Mirror.Scaling.Method.Bicubic="Bicubic"
Source.Mirror.Scaling.Method.Lanczos="Lanczos"
Source.Mirror.Scaling.Size="Size"
Source.Mirror.Scaling.Size.Description="What size should we rescale to? (WxH format)"
Source.Mirror.Scaling.TransformKeepOriginal="Use Original Size for Transforms"
Source.Mirror.Scaling.TransformKeepOriginal.Description="Should the filter not modify the size of the source?"
Source.Mirror.Scaling.Bounds="Bounds Type"
Source.Mirror.Scaling.Bounds.Description="How should the source be rescaled?\n- 'Stretch' stretches the source to fill the rescaled region, breaking aspect ratio for the source.\n- 'Fit' scales the source to fit the smallest rectangle that is not smaller than the rescaled region.\n- 'Fill' scales the source to fit the largest rectangle that is not larger than the rescaled region.\n- 'Fill to Width' scales the source to fill the width of the rescaled region.\n- 'Fill to Height' scales the source to fill the height of the rescaled region."
Source.Mirror.Scaling.Bounds.Stretch="Stretch"
Source.Mirror.Scaling.Bounds.Fit="Fit"
Source.Mirror.Scaling.Bounds.Fill="Fill"
Source.Mirror.Scaling.Bounds.FillWidth="Fill to Width"
Source.Mirror.Scaling.Bounds.FillHeight="Fill to Height"