mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-12-28 18:41:14 +00:00
parent
b3c2845d15
commit
fc21e9698e
30 changed files with 483 additions and 10 deletions
9
data/locale/af-ZA.ini
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data/locale/af-ZA.ini
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9
data/locale/ar-SA.ini
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data/locale/ar-SA.ini
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9
data/locale/ca-ES.ini
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data/locale/ca-ES.ini
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9
data/locale/cs-CZ.ini
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data/locale/cs-CZ.ini
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9
data/locale/da-DK.ini
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data/locale/da-DK.ini
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121
data/locale/de-DE.ini
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data/locale/de-DE.ini
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Advanced="Erweitert"
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MipGenerator="Mipmap-Generator"
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MipGenerator.Description="Welcher MipMap-Generator soll verwendet werden?"
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MipGenerator.Point="Punkt"
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MipGenerator.Linear="Linear"
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MipGenerator.Sharpen="Schärfen"
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MipGenerator.Smoothen="Glätten"
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MipGenerator.Bicubic="Bicubic"
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MipGenerator.Lanczos="Lanczos"
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FileFilters.Images="Bilder (*.bmp *.png *.tga *.tiff *.jpg *.jpeg)"
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CustomShader.Type="Typ"
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CustomShader.Type.Description="Welche Art von Effekt willst du nutzen?"
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CustomShader.Type.Text="Text"
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CustomShader.Type.File="Datei"
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CustomShader.Input.Text="Effektinhalt"
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CustomShader.Input.Text.Description="Text der als Effekt geladen werden soll."
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CustomShader.Input.File="Shader Datei"
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CustomShader.Input.File.Description="Datei die als Effekt geladen werden soll."
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CustomShader.Texture.Type="Typ"
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CustomShader.Texture.Type.File="Datei"
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CustomShader.Texture.Type.Source="Quelle"
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Filter.Blur="Unschärfe"
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Filter.Blur.Type="Typ"
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Filter.Blur.Type.Box="Box"
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Filter.Blur.Type.BoxLinear="Box Linear"
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Filter.Blur.Type.Gaussian="Gaussian"
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Filter.Blur.Type.GaussianLinear="Gaußisch Linear"
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Filter.Blur.Type.Bilateral="Bilateral"
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Filter.Blur.Size="Größe (Pixel)"
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Filter.Blur.Bilateral.Smoothing="Glättung"
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Filter.Blur.Bilateral.Sharpness="Schärfe"
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Filter.Blur.Directional="Richtungsunschärfe"
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Filter.Blur.Directional.Angle="Winkel"
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Filter.Blur.StepScale="Schrittskalierung"
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Filter.Blur.StepScale.X="Schrittskalierung X"
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Filter.Blur.StepScale.Y="Schrittskalierung Y"
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Filter.Blur.Region.Left="Linker Rand"
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Filter.Blur.Region.Top="Oberer Rand"
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Filter.Blur.Region.Right="Rechter Rand"
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Filter.Blur.Region.Bottom="Unterer Rand"
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Filter.Blur.Mask.Type="Maskierungstyp"
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Filter.Blur.Mask.Type.Region="Bereich"
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Filter.Blur.Mask.Type.Image="Bild"
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Filter.Blur.Mask.Type.Source="Quelle"
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Filter.Blur.Mask.Region.Left="Linker Rand"
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Filter.Blur.Mask.Region.Top="Oberer Rand"
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Filter.Blur.Mask.Region.Right="Rechter Rand"
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Filter.Blur.Mask.Region.Bottom="Unterer Rand"
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Filter.Blur.Mask.Region.Invert="Bereich Invertieren"
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Filter.Blur.Mask.Image="Bildmaske"
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Filter.Blur.Mask.Source="Quellenmaske"
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Filter.Blur.Mask.Color="Maskenfarbfilter"
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Filter.Blur.Mask.Alpha="Maskentransparenzfilter"
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Filter.Blur.Mask.Multiplier="Maskenmultiplikator"
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Filter.Blur.ColorFormat="Farbformat"
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Filter.CustomShader="Benutzerdefinierter Effekt"
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Filter.CustomShader.Type="Typ"
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Filter.CustomShader.Content.Text="Effekttext"
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Filter.CustomShader.Content.File="Effektdatei"
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Filter.Displacement.File="Datei"
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Filter.Displacement.File.Types="Bilder (*.png *.jpeg *.jpg *.bmp *.tga);;Alle Dateien (*)"
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Filter.Displacement.Ratio="Verhältnis"
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Filter.Displacement.Scale="Skalierung"
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Filter.ShadowSDF="Innerer/Äußerer Schatten (SDF)"
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Filter.ShadowSDF.Inner="Innerer Schatten"
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Filter.ShadowSDF.Inner.Description="Zeichne einen Schatten innerhalb der Quelle?"
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Filter.ShadowSDF.Inner.Range.Minimum="Innere Minimaldistanz"
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Filter.ShadowSDF.Inner.Range.Maximum="Innere Maximaldistanz"
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Filter.ShadowSDF.Inner.Offset.X="Innerer X Versatz"
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Filter.ShadowSDF.Inner.Offset.Y="Innerer Y Versatz"
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Filter.ShadowSDF.Inner.Color="Innere Farbe"
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Filter.ShadowSDF.Inner.Alpha="Innere Transparenz"
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Filter.ShadowSDF.Outer="Äußerer Schatten"
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Filter.ShadowSDF.Outer.Description="Zeichne einen Schatten außerhalb der Quelle?"
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Filter.ShadowSDF.Outer.Range.Minimum="Äußere Minimaldistanz"
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Filter.ShadowSDF.Outer.Range.Maximum="Äußere Maximaldistanz"
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Filter.ShadowSDF.Outer.Offset.X="Äußerer X Versatz"
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Filter.ShadowSDF.Outer.Offset.Y="Äußerer Y Versatz"
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Filter.ShadowSDF.Outer.Color="Äußere Farbe"
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Filter.ShadowSDF.Outer.Alpha="Äußere Transparenz"
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Filter.Transform="3D Transformation"
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Filter.Transform.Camera="Kamera"
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Filter.Transform.Camera.Description="Projektionsmodus der von der Kamera verwendet wird."
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Filter.Transform.Camera.Orthographic="Orthographisch"
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Filter.Transform.Camera.Perspective="Perspektive"
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Filter.Transform.Camera.FieldOfView="Sichtfeld"
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Filter.Transform.Camera.FieldOfView.Description="Vertikales Sichtfeld der Kamera."
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Filter.Transform.Position="Position"
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Filter.Transform.Position.X="Position (X)"
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Filter.Transform.Position.Y="Position (Y)"
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Filter.Transform.Position.Z="Position (Z)"
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Filter.Transform.Scale="Skalierung"
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Filter.Transform.Scale.X="Skalierung (X)"
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Filter.Transform.Scale.Y="Skalierung (Y)"
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Filter.Transform.Shear="Scherung"
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Filter.Transform.Shear.X="Scherung (X)"
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Filter.Transform.Shear.Y="Scherung (Y)"
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Filter.Transform.Rotation="Rotation"
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Filter.Transform.Rotation.X="Pitch (X)"
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Filter.Transform.Rotation.Y="Yaw (Y)"
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Filter.Transform.Rotation.Z="Roll (Z)"
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Source.Mirror="Quellen-Spiegel"
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Source.Mirror.Source="Quelle"
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Source.Mirror.Source.Audio="Aktiviere Audio"
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Source.Mirror.Scaling="Quelle Skalieren"
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Source.Mirror.Scaling.Description="Soll die Quelle skaliert werden?"
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Source.Mirror.Scaling.Method.Point="Punkt"
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Source.Mirror.Scaling.Method.Bilinear="Bilinear"
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Source.Mirror.Scaling.Method.Bicubic="Bicubic"
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Source.Mirror.Scaling.Method.Lanczos="Lanczos"
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Source.Mirror.Scaling.Size="Größe"
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Source.Mirror.Scaling.Size.Description="Auf welche Größe soll skaliert werden? (Format: WxH)"
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9
data/locale/el-GR.ini
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9
data/locale/el-GR.ini
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9
data/locale/en-GB.ini
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data/locale/en-GB.ini
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9
data/locale/es-ES.ini
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data/locale/es-ES.ini
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data/locale/fi-FI.ini
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data/locale/fi-FI.ini
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data/locale/fr-FR.ini
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data/locale/fr-FR.ini
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data/locale/he-IL.ini
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data/locale/he-IL.ini
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data/locale/hu-HU.ini
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data/locale/hu-HU.ini
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data/locale/it-IT.ini
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data/locale/it-IT.ini
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data/locale/ja-JP.ini
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data/locale/ja-JP.ini
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data/locale/ko-KR.ini
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data/locale/ko-KR.ini
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111
data/locale/nl-NL.ini
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data/locale/nl-NL.ini
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Advanced="Geavanceerd"
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MipGenerator="Mipmap Generator"
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MipGenerator.Description="Welke mip generator wil je gebruiken?"
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MipGenerator.Point="Punt"
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MipGenerator.Linear="Lineair"
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MipGenerator.Sharpen="Verscherpen"
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MipGenerator.Smoothen="Vereffenen"
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MipGenerator.Bicubic="Bicubic"
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MipGenerator.Lanczos="Lanczos"
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FileFilters.Images="Afbeeldingen (*.bmp *.png *.tga *.tiff *.jpg *.jpeg)"
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CustomShader.Type="Variant"
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CustomShader.Type.Description="Wat voor type shader wil je gebruiken?"
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CustomShader.Type.Text="Tekst"
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CustomShader.Type.File="Bestand"
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CustomShader.Input.Text="Shader inhoud"
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CustomShader.Input.Text.Description="Tekst om in te laden als shader."
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CustomShader.Input.File="Shader bestand"
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CustomShader.Input.File.Description="Bestand om in te laden als shader."
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CustomShader.Texture.Type="Variant"
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CustomShader.Texture.Type.Description="What voor type textuur wil je gebruiken?"
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CustomShader.Texture.Type.File="Bestand"
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CustomShader.Texture.Type.Source="Bron"
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Filter.Blur="Vervagen"
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Filter.Blur.Type="Variant"
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Filter.Blur.Type.Description="Welk type blur je toe wilt passen:\n- 'Vierkant' vereffent pixels gelijkmatig.\n- 'Lineair vierkant' gebruikte een lineaire sampling methode om het GPU verbruik te minimaliseren, met minimale impact op de kwaliteit.\n- 'Gaussian' Past een Gauss-curve toe op de vereffende pixels.\n- 'Lineaire Gaussian' Gebruikt een lineaire sampling methode, is efficiënter in ruil voor kwaliteit.\n- 'Bilateral' is een 'edge-detection' variant van de 'Gaussian'."
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Filter.Blur.Type.Box="Vierkant"
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Filter.Blur.Type.BoxLinear="Lineair vierkant"
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Filter.Blur.Type.Gaussian="Gaussian"
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Filter.Blur.Type.GaussianLinear="Lineaire Gaussian"
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Filter.Blur.Type.Bilateral="Bilateral"
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Filter.Blur.Size="Grootte (Pixel)"
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Filter.Blur.Size.Description="Oppervlakte van de vervaging, grote oppervlaktes kunnen problemen veroorzaken zoals:\n- Overgeslagen frames\n- Frame verlies\n- Input lag\n- GPU oververhitting\n- of andere problemen."
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Filter.Blur.Bilateral.Smoothing="Vereffening"
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Filter.Blur.Bilateral.Sharpness="Scherpte"
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Filter.Blur.Directional="Directionele vervaging"
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Filter.Blur.Directional.Description="Vervang de vervaging voor een Directionele vervaging. Werkt niet met alle vervagings-varianten."
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Filter.Blur.Directional.Angle="Hoek"
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Filter.Blur.Directional.Angle.Description="De hoek in graden voor de directionele vervaging."
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Filter.Blur.StepScale="Stap schaling"
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Filter.Blur.StepScale.Description="Schaal de texel-step die gebruikt wordt in de vervagings-shader, waardoor je kleinere vervagingens-opervlakten een groter oppervlakte kunt laten dekken, ten koste van wat kwaliteit.\nKan gecombineerd worden met de Directionele vervaging om het gedrag drastisch te wijzigen."
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Filter.Blur.StepScale.X="Stap-schaling X"
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Filter.Blur.StepScale.Y="Stap-schaling Y"
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Filter.Blur.Region="Pas enkel op Gebied toe"
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Filter.Blur.Region.Description="Pas de vervaging alleen toe op een gebied binnen de bron."
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Filter.Blur.Region.Left="Linker rand"
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Filter.Blur.Region.Left.Description="Afstand van de linkerrand tot de bron in procenten."
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Filter.Blur.Region.Top="Bovenrand"
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Filter.Blur.Region.Top.Description="Afstand van de bovenrand tot de bron in procenten."
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Filter.Blur.Region.Right="Rechterrand"
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Filter.Blur.Region.Right.Description="Afstand tot de rechterrand in procenten."
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Filter.Blur.Region.Bottom="Onderrand"
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Filter.Blur.Region.Bottom.Description="Afstand tot de onderrand in procenten."
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Filter.Blur.Region.Feather="Feather gebied"
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Filter.Blur.Region.Feather.Description="Grootte van het te vereffenen gebied in procenten, of 0 om feathering uit te schakelen."
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Filter.Blur.Region.Feather.Shift="Feathering verschuiving"
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Filter.Blur.Region.Feather.Shift.Description="Verschuiving van de feather omgeving, positief is naar binnen, negatief is naar buiten."
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Filter.Blur.Region.Invert="Inverteer Gebied"
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Filter.Blur.Region.Invert.Description="Inverteer het gebied zodat alles behalve het gebied verwazigd wordt."
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Filter.Blur.Mask="Een Masker toepassen"
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Filter.Blur.Mask.Description="Een masker toepassen op het gebied dat wazig moet worden gemaakt, om meer beheersing te krijgen over het verwazigde gebied."
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Filter.Blur.Mask.Type="Masker variant"
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Filter.Blur.Mask.Type.Description="Wat voor soort masker wil je toepassen?"
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Filter.Blur.Mask.Type.Region="Gebied"
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Filter.Blur.Mask.Type.Image="Afbeelding"
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Filter.Blur.Mask.Type.Source="Bron"
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Filter.Blur.Mask.Region.Left="Linker rand"
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Filter.Blur.Mask.Region.Left.Description="Afstand van de linkerrand tot de bron in procenten."
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Filter.Blur.Mask.Region.Top="Bovenrand"
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Filter.Blur.Mask.Region.Top.Description="Afstand van de bovenrand tot de bron in procenten."
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Filter.Blur.Mask.Region.Right="Rechterrand"
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Filter.Blur.Mask.Region.Right.Description="Afstand tot de rechterrand in procenten."
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Filter.Blur.Mask.Region.Bottom="Onderrand"
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Filter.Blur.Mask.Region.Bottom.Description="Afstand tot de onderrand in procenten."
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Filter.Blur.Mask.Region.Feather="Feather gebied"
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Filter.Blur.Mask.Region.Feather.Description="Grootte van het te vereffenen gebied in procenten, of 0 om feathering uit te schakelen."
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Filter.Blur.Mask.Region.Feather.Shift="Feathering verschuiving"
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Filter.Blur.Mask.Region.Feather.Shift.Description="Verschuiving van de feather omgeving, positief is naar binnen, negatief is naar buiten."
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Filter.Blur.Mask.Region.Invert="Inverteer Gebied"
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Filter.Blur.Mask.Region.Invert.Description="Inverteer het gebied zodat alles behalve het gebied verwazigd wordt."
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Filter.Blur.Mask.Image="Afbeeldingsmasker"
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Filter.Blur.Mask.Image.Description="De te gebruiken Afbeelding voor het Masker."
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Filter.Blur.Mask.Source="Bron masker"
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Filter.Blur.Mask.Source.Description="Bron om te gebruiken voor het masker."
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Filter.Blur.Mask.Color="Masker kleuren filter"
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Filter.Blur.Mask.Color.Description="Filter het masker met deze kleur voordat ze toegepast wordt."
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Filter.Blur.Mask.Alpha="Masker Alpha filter"
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Filter.Blur.Mask.Alpha.Description="Filter het masker met deze alpha-waarde voordat ze toegepast wordt."
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Filter.Blur.Mask.Multiplier="Masker vermenigvuldiger"
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Filter.Blur.Mask.Multiplier.Description="Vermenigvuldig de uiteindelijke masker-waarde met deze waarde."
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Filter.Blur.ColorFormat="Kleurindeling"
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Filter.CustomShader.Type="Variant"
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Filter.CustomShader.Type.Text="Textinvoer"
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Filter.CustomShader.Type.File="Bestandsinvoer"
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Filter.CustomShader.Content.Text="Teksteffect"
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Filter.CustomShader.Content.File="Effect Bestand"
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Filter.Displacement.File="Bestand"
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Filter.Displacement.File.Types="Afbeeldingen (*.png *.jpeg *.jpg *.bmp *.tga);;Alle bestanden (*)"
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Source.Mirror.Source="Bron"
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Source.Mirror.Scaling.Method.Point="Punt"
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Source.Mirror.Scaling.Method.Bicubic="Bicubic"
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Source.Mirror.Scaling.Method.Lanczos="Lanczos"
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Source.Mirror.Scaling.Bounds="Grens-variant"
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9
data/locale/no-NO.ini
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data/locale/no-NO.ini
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data/locale/pl-PL.ini
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data/locale/pl-PL.ini
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data/locale/pt-BR.ini
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data/locale/pt-BR.ini
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data/locale/pt-PT.ini
Normal file
9
data/locale/pt-PT.ini
Normal file
|
@ -0,0 +1,9 @@
|
|||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
9
data/locale/ro-RO.ini
Normal file
9
data/locale/ro-RO.ini
Normal file
|
@ -0,0 +1,9 @@
|
|||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
9
data/locale/ru-RU.ini
Normal file
9
data/locale/ru-RU.ini
Normal file
|
@ -0,0 +1,9 @@
|
|||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
9
data/locale/sr-SP.ini
Normal file
9
data/locale/sr-SP.ini
Normal file
|
@ -0,0 +1,9 @@
|
|||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
9
data/locale/sv-SE.ini
Normal file
9
data/locale/sv-SE.ini
Normal file
|
@ -0,0 +1,9 @@
|
|||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
9
data/locale/tr-TR.ini
Normal file
9
data/locale/tr-TR.ini
Normal file
|
@ -0,0 +1,9 @@
|
|||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
9
data/locale/uk-UA.ini
Normal file
9
data/locale/uk-UA.ini
Normal file
|
@ -0,0 +1,9 @@
|
|||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
9
data/locale/vi-VN.ini
Normal file
9
data/locale/vi-VN.ini
Normal file
|
@ -0,0 +1,9 @@
|
|||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
@ -1,4 +1,3 @@
|
|||
# Generic
|
||||
Advanced="高级"
|
||||
MipGenerator="MIP(纹理映射)生成器"
|
||||
MipGenerator.Description="应该使用哪种 MIP(纹理映射)生成器?"
|
||||
|
@ -8,10 +7,8 @@ MipGenerator.Sharpen="Sharpen(锐化)"
|
|||
MipGenerator.Smoothen="Smoothen(平滑)"
|
||||
MipGenerator.Bicubic="Bicubic(双三次方)"
|
||||
MipGenerator.Lanczos="Lanczos(兰索斯)"
|
||||
MipGenerator.Strength="强度"
|
||||
FileFilters.Images="图像 (*.bmp *.png *.tga *.tiff *.jpg *.jpeg)"
|
||||
|
||||
# Custom Shader
|
||||
CustomShader.Type="类型"
|
||||
CustomShader.Type.Description="要使用哪种类型的着色器?"
|
||||
CustomShader.Type.Text="文本"
|
||||
|
@ -25,7 +22,6 @@ CustomShader.Texture.Type.Description="要使用哪种类型的纹理?"
|
|||
CustomShader.Texture.Type.File="文件"
|
||||
CustomShader.Texture.Type.Source="来源"
|
||||
|
||||
# Filter - Blur
|
||||
Filter.Blur="模糊"
|
||||
Filter.Blur.Type="类型"
|
||||
Filter.Blur.Type.Description="要应用的模糊类型:\n-“Box(均值)”同样的平滑像素。\n-“Box Linear(均值线性)”使用线性采样来减少 GPU 的使用,牺牲了最低的质量。\n-“Gaussian(高斯)”将高斯曲线应用于平滑像素。\n-“Gaussian Linear(高斯线性)”再次使用线性采样来减少总样本,这次牺牲了更多的质量。\n-“Bilateral(双边)”是“高斯”的边缘检测变体。"
|
||||
|
@ -95,7 +91,6 @@ Filter.Blur.Mask.Multiplier="蒙版倍增器"
|
|||
Filter.Blur.Mask.Multiplier.Description="将最终蒙版值乘以该值。"
|
||||
Filter.Blur.ColorFormat="颜色格式"
|
||||
|
||||
# Filter - Custom Shader
|
||||
Filter.CustomShader="自定义着色器"
|
||||
Filter.CustomShader.Type="类型"
|
||||
Filter.CustomShader.Type.Text="文本输入"
|
||||
|
@ -103,14 +98,12 @@ Filter.CustomShader.Type.File="文件输入"
|
|||
Filter.CustomShader.Content.Text="效果文本"
|
||||
Filter.CustomShader.Content.File="效果文件"
|
||||
|
||||
# Filter - Displacement
|
||||
Filter.Displacement="位移贴图"
|
||||
Filter.Displacement.File="文件"
|
||||
Filter.Displacement.File.Types="图像 (*.png *.jpeg *.jpg *.bmp *.tga);;所有文件 (*)"
|
||||
Filter.Displacement.Ratio="比率"
|
||||
Filter.Displacement.Scale="缩放"
|
||||
|
||||
# Filter - Shadow (SDF)
|
||||
Filter.ShadowSDF="内/外阴影(SDF)"
|
||||
Filter.ShadowSDF.Inner="内阴影"
|
||||
Filter.ShadowSDF.Inner.Description="在来源的内部绘制阴影?"
|
||||
|
@ -129,7 +122,6 @@ Filter.ShadowSDF.Outer.Offset.Y="外部偏移 Y"
|
|||
Filter.ShadowSDF.Outer.Color="外部颜色"
|
||||
Filter.ShadowSDF.Outer.Alpha="外部 Alpha"
|
||||
|
||||
# Filter - Shape
|
||||
Filter.Shape="形状"
|
||||
Filter.Shape.Loop="重复最后一点"
|
||||
Filter.Shape.Points="点"
|
||||
|
@ -138,7 +130,6 @@ Filter.Shape.Point.Y="点 %llu Y"
|
|||
Filter.Shape.Point.U="点 %llu U"
|
||||
Filter.Shape.Point.V="点 %llu V"
|
||||
|
||||
# Filter - Transform
|
||||
Filter.Transform="3D 转换"
|
||||
Filter.Transform.Camera="摄影机"
|
||||
Filter.Transform.Camera.Description="摄像机使用的投影模式。"
|
||||
|
@ -175,7 +166,6 @@ Filter.Transform.Rotation.Z="滚转 (Z)"
|
|||
Filter.Transform.Mipmapping="启用 MIP(纹理映射)"
|
||||
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。"
|
||||
|
||||
# Source - Mirror
|
||||
Source.Mirror="来源镜像"
|
||||
Source.Mirror.Source="来源"
|
||||
Source.Mirror.Source.Description="应该镜像哪些来源?"
|
||||
|
@ -196,3 +186,11 @@ Source.Mirror.Scaling.Size="大小"
|
|||
Source.Mirror.Scaling.Size.Description="我们应该重新缩放到?(WxH格式)"
|
||||
Source.Mirror.Scaling.TransformKeepOriginal="使用原始大小进行转换"
|
||||
Source.Mirror.Scaling.TransformKeepOriginal.Description="过滤器是否不应修改来源的大小?"
|
||||
Source.Mirror.Scaling.Bounds="边界类型"
|
||||
Source.Mirror.Scaling.Bounds.Description="应该如何重新缩放来源?\n-“拉伸”拉伸来源以填充重新缩放区域,不保持来源的长宽比。\n-“自适应”缩放来源以适应不小于重新缩放区域的最小矩形。\n-“填充”缩放来源以适应不大于重新缩放区域的最大矩形。\n-“填充到宽度”将来源缩放到重新缩放区域的宽度。\n-“填充到高度”将来源缩放到重新缩放区域的高度。"
|
||||
Source.Mirror.Scaling.Bounds.Stretch="拉伸"
|
||||
Source.Mirror.Scaling.Bounds.Fit="自适应"
|
||||
Source.Mirror.Scaling.Bounds.Fill="填充"
|
||||
Source.Mirror.Scaling.Bounds.FillWidth="填充到宽度"
|
||||
Source.Mirror.Scaling.Bounds.FillHeight="填充到高度"
|
||||
|
||||
|
|
9
data/locale/zh-TW.ini
Normal file
9
data/locale/zh-TW.ini
Normal file
|
@ -0,0 +1,9 @@
|
|||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in a new issue