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https://github.com/Xaymar/obs-StreamFX
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add chinese simplified language
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data/locale/zh-CN.ini
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188
data/locale/zh-CN.ini
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# Generic
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Advanced="高级"
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MipGenerator="MIP(纹理映射)生成器"
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MipGenerator.Description="应该使用哪种 MIP(纹理映射)生成器?"
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MipGenerator.Point="Point(点)"
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MipGenerator.Linear="Linear(线性)"
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MipGenerator.Sharpen="Sharpen(锐化)"
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MipGenerator.Smoothen="Smoothen(平滑)"
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MipGenerator.Bicubic="Bicubic(双三次方)"
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MipGenerator.Lanczos="Lanczos(兰索斯)"
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MipGenerator.Strength="强度"
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FileFilters.Images="图像 (*.bmp *.png *.tga *.tiff *.jpg *.jpeg)"
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# Custom Shader
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CustomShader.Type="类型"
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CustomShader.Type.Description="要使用哪种类型的着色器?"
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CustomShader.Type.Text="文本"
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CustomShader.Type.File="文件"
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CustomShader.Input.Text="着色器内容"
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CustomShader.Input.Text.Description="要作为着色器加载的文本。"
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CustomShader.Input.File="着色器文件"
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CustomShader.Input.File.Description="要作为着色器加载的文件。"
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CustomShader.Texture.Type="类型"
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CustomShader.Texture.Type.Description="要使用哪种类型的纹理?"
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CustomShader.Texture.Type.File="文件"
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CustomShader.Texture.Type.Source="来源"
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# Filter - Blur
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Filter.Blur="模糊"
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Filter.Blur.Type="类型"
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Filter.Blur.Type.Description="要应用的模糊类型:\n- "Box(均值)" 同样的平滑像素。\n- "Gaussian(高斯)" 将高斯曲线应用于平滑像素。\n- "Bilateral(双边)" 是 "高斯" 的边缘检测变体。"
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Filter.Blur.Type.Box="Box(均值)"
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Filter.Blur.Type.Gaussian="Gaussian(高斯)"
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Filter.Blur.Type.Bilateral="Bilateral(双边)"
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Filter.Blur.Size="大小 (像素)"
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Filter.Blur.Size.Description="模糊面积大小,大尺寸可能会导致:\n- 跳帧\n- 丢帧或掉帧\n- 输入延迟\n- GPU 过热\n- 或其他问题。"
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Filter.Blur.Bilateral.Smoothing="平滑"
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Filter.Blur.Bilateral.Sharpness="清晰度"
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Filter.Blur.Region="仅应用于区域"
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Filter.Blur.Region.Description="仅将模糊应用于来源内部的区域。"
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Filter.Blur.Region.Left="左边"
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Filter.Blur.Region.Left.Description="距离来源左边的百分比。"
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Filter.Blur.Region.Top="顶边"
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Filter.Blur.Region.Top.Description="距离来源顶边的百分比。"
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Filter.Blur.Region.Right="右边"
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Filter.Blur.Region.Right.Description="距离来源右边的百分比。"
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Filter.Blur.Region.Bottom="底边"
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Filter.Blur.Region.Bottom.Description="距离来源底边的百分比。"
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Filter.Blur.Region.Feather="羽化区域"
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Filter.Blur.Region.Feather.Description="平滑区域的大小(百分比)或 0 关闭羽化。"
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Filter.Blur.Region.Feather.Shift="羽化位移"
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Filter.Blur.Region.Feather.Shift.Description="羽化区域位移,正向内,负向外。"
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Filter.Blur.Region.Invert="反转区域"
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Filter.Blur.Region.Invert.Description="反转该区域,使除该区域以外的所有内容都变得模糊。"
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Filter.Blur.ColorFormat="颜色格式"
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Filter.Blur.Mask="应用蒙版"
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Filter.Blur.Mask.Description="将蒙版应用于需要模糊的区域,以便更好地控制模糊区域。"
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Filter.Blur.Mask.Type="蒙版类型"
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Filter.Blur.Mask.Type.Description="想要应用什么样的蒙版?"
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Filter.Blur.Mask.Type.Region="区域"
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Filter.Blur.Mask.Type.Image="图像"
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Filter.Blur.Mask.Type.Source="来源"
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Filter.Blur.Mask.Region.Left="左边"
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Filter.Blur.Mask.Region.Left.Description="距离来源左边的百分比。"
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Filter.Blur.Mask.Region.Top="顶边"
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Filter.Blur.Mask.Region.Top.Description="距离来源顶边的百分比。"
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Filter.Blur.Mask.Region.Right="右边"
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Filter.Blur.Mask.Region.Right.Description="距离来源右边的百分比。"
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Filter.Blur.Mask.Region.Bottom="底边"
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Filter.Blur.Mask.Region.Bottom.Description="距离来源底边的百分比。"
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Filter.Blur.Mask.Region.Feather="羽化区域"
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Filter.Blur.Mask.Region.Feather.Description="平滑区域的大小(百分比)或 0 关闭羽化。"
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Filter.Blur.Mask.Region.Feather.Shift="羽化位移"
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Filter.Blur.Mask.Region.Feather.Shift.Description="羽化区域位移,正向内,负向外。"
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Filter.Blur.Mask.Region.Invert="反转区域"
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Filter.Blur.Mask.Region.Invert.Description="反转该区域,使除该区域以外的所有内容都变得模糊。"
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Filter.Blur.Mask.Image="图像蒙版"
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Filter.Blur.Mask.Image.Description="要用于蒙版的图像。"
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Filter.Blur.Mask.Source="来源蒙版"
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Filter.Blur.Mask.Source.Description="用于蒙版的来源。"
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Filter.Blur.Mask.Color="蒙版颜色过滤器"
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Filter.Blur.Mask.Color.Description="在应用之前,使用此颜色过滤蒙版。"
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Filter.Blur.Mask.Alpha="蒙版 Alpha 过滤器"
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Filter.Blur.Mask.Alpha.Description="在应用之前,使用此 Alpha 值过滤蒙版。"
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Filter.Blur.Mask.Multiplier="蒙版倍增器"
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Filter.Blur.Mask.Multiplier.Description="将最终蒙版值乘以该值。"
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# Filter - Custom Shader
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Filter.CustomShader="自定义着色器"
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Filter.CustomShader.Type="类型"
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Filter.CustomShader.Type.Text="文本输入"
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Filter.CustomShader.Type.File="文件输入"
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Filter.CustomShader.Content.Text="效果文本"
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Filter.CustomShader.Content.File="效果文件"
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# Filter - Displacement
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Filter.Displacement="位移贴图"
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Filter.Displacement.File="文件"
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Filter.Displacement.File.Types="图像 (*.png *.jpeg *.jpg *.bmp *.tga);;所有文件 (*)"
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Filter.Displacement.Ratio="比率"
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Filter.Displacement.Scale="缩放"
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# Filter - Shadow (SDF)
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Filter.ShadowSDF="内/外阴影(SDF)"
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Filter.ShadowSDF.Inner="内阴影"
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Filter.ShadowSDF.Inner.Description="在来源的内部绘制阴影?"
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Filter.ShadowSDF.Inner.Range.Minimum="内部最小距离"
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Filter.ShadowSDF.Inner.Range.Maximum="内部最大距离"
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Filter.ShadowSDF.Inner.Offset.X="内部偏移 X"
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Filter.ShadowSDF.Inner.Offset.Y="内部偏移 Y"
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Filter.ShadowSDF.Inner.Color="内部颜色"
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Filter.ShadowSDF.Inner.Alpha="内部 Alpha"
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Filter.ShadowSDF.Outer="外阴影"
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Filter.ShadowSDF.Outer.Description="在来源的外部绘制阴影?"
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Filter.ShadowSDF.Outer.Range.Minimum="外部最小距离"
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Filter.ShadowSDF.Outer.Range.Maximum="外部最大距离"
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Filter.ShadowSDF.Outer.Offset.X="外部偏移 X"
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Filter.ShadowSDF.Outer.Offset.Y="外部偏移 Y"
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Filter.ShadowSDF.Outer.Color="外部颜色"
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Filter.ShadowSDF.Outer.Alpha="外部 Alpha"
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# Filter - Shape
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Filter.Shape="形状"
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Filter.Shape.Loop="重复最后一点"
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Filter.Shape.Points="点"
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Filter.Shape.Point.X="点 %llu X"
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Filter.Shape.Point.Y="点 %llu Y"
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Filter.Shape.Point.U="点 %llu U"
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Filter.Shape.Point.V="点 %llu V"
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# Filter - Transform
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Filter.Transform="3D 转换"
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Filter.Transform.Camera="摄影机"
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Filter.Transform.Camera.Description="摄像机使用的投影模式。"
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Filter.Transform.Camera.Orthographic="正交"
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Filter.Transform.Camera.Perspective="透视"
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Filter.Transform.Camera.FieldOfView="视野"
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Filter.Transform.Camera.FieldOfView.Description="摄像机的垂直视野。"
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Filter.Transform.Position="位置"
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Filter.Transform.Position.Description="渲染四边形的位置。"
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Filter.Transform.Position.X="位置 (X)"
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Filter.Transform.Position.Y="位置 (Y)"
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Filter.Transform.Position.Z="位置 (Z)"
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Filter.Transform.Scale="缩放"
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Filter.Transform.Scale.Description="渲染四边形的缩放。"
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Filter.Transform.Scale.X="缩放 (X)"
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Filter.Transform.Scale.Y="缩放 (Y)"
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Filter.Transform.Shear="剪切"
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Filter.Transform.Shear.Description="渲染四边形的剪切。"
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Filter.Transform.Shear.X="剪切 (X)"
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Filter.Transform.Shear.Y="剪切 (Y)"
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Filter.Transform.Rotation.Order="旋转顺序"
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Filter.Transform.Rotation.Order.Description="将欧拉角应用于渲染四边形的顺序。"
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Filter.Transform.Rotation.Order.XYZ="俯仰,偏转,滚转"
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Filter.Transform.Rotation.Order.XZY="俯仰,滚转,偏转"
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Filter.Transform.Rotation.Order.YXZ="偏转,俯仰,滚转"
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Filter.Transform.Rotation.Order.YZX="偏转,滚转,俯仰"
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Filter.Transform.Rotation.Order.ZXY="滚转,俯仰,偏转"
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Filter.Transform.Rotation.Order.ZYX="滚转,偏转,俯仰"
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Filter.Transform.Rotation="旋转"
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Filter.Transform.Rotation.Description="渲染四边形的欧拉旋转,使用旋转顺序应用。"
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Filter.Transform.Rotation.X="俯仰 (X)"
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Filter.Transform.Rotation.Y="偏转 (Y)"
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Filter.Transform.Rotation.Z="滚转 (Z)"
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Filter.Transform.Mipmapping="启用 MIP(纹理映射)"
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Filter.Transform.Mipmapping.Description="为来源生成 MIP(纹理映射),使有角度和远处的部分更平滑。"
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# Source - Mirror
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Source.Mirror="来源镜像"
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Source.Mirror.Source="来源"
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Source.Mirror.Source.Description="应该镜像哪些来源?"
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Source.Mirror.Source.Size="来源大小"
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Source.Mirror.Source.Size.Description="要镜像的来源的大小。(自动更新)"
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Source.Mirror.Source.Audio="启用音频"
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Source.Mirror.Source.Audio.Description="启用此来源的音频镜像。"
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Source.Mirror.Scaling="重新缩放来源"
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Source.Mirror.Scaling.Description="是否应该重新缩放来源?"
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Source.Mirror.Scaling.Method="过滤器"
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Source.Mirror.Scaling.Method.Description="应使用哪种过滤器进行重新缩放?"
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Source.Mirror.Scaling.Method.Point="Point(点)"
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Source.Mirror.Scaling.Method.Bilinear="Bilinear(双线性)"
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Source.Mirror.Scaling.Method.BilinearLowRes="Bilinear(双线性低清晰度)"
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Source.Mirror.Scaling.Method.Bicubic="Bicubic(双三次方)"
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Source.Mirror.Scaling.Method.Lanczos="Lanczos(兰索斯)"
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Source.Mirror.Scaling.Size="大小"
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Source.Mirror.Scaling.Size.Description="我们应该重新缩放到?(WxH格式)"
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Source.Mirror.Scaling.TransformKeepOriginal="使用原始大小进行转换"
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Source.Mirror.Scaling.TransformKeepOriginal.Description="过滤器是否不应修改来源的大小?"
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