obs-StreamFX/data/locale/en-US.ini
Michael Fabian 'Xaymar' Dirks 0c92f3dbf5 filter-shadow-sdf: Inner/Outer shadow based on signed distance fields
Adds Inner/Outer Shadows for dynamic sources based on signed distance field generation. This is fast, but does add a bit of latency when it comes to updates - which means that moving objects will leave a trail before the generator has a chance to update.

Fixes #3
2018-11-08 13:52:43 +01:00

188 lines
9.4 KiB
INI

# Generic
Advanced="Advanced"
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.Strength="Strength"
FileFilters.Images="Images (*.bmp *.png *.tga *.tiff *.jpg *.jpeg)"
# 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- 'Gaussian' applies a gaussian curve to the smoothed pixels.\n- 'Bilateral' is an edge detection variant of 'Gaussian'."
Filter.Blur.Type.Box="Box"
Filter.Blur.Type.Gaussian="Gaussian"
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.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.ColorFormat="Color Format"
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 - 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
Filter.Displacement="Displacement Mapping"
Filter.Displacement.File="File"
Filter.Displacement.File.Types="Images (*.png *.jpeg *.jpg *.bmp *.tga);;All Files (*)"
Filter.Displacement.Ratio="Ratio"
Filter.Displacement.Scale="Scale"
# Filter - Shadow (SDF)
Filter.ShadowSDF="Inner/Outer Shadow (SDF)"
Filter.ShadowSDF.Inner="Inner Shadow"
Filter.ShadowSDF.Inner.Description="Draw a shadow on the inside of the source?"
Filter.ShadowSDF.Inner.Range.Minimum="Inner Minimum Distance"
Filter.ShadowSDF.Inner.Range.Maximum="Inner Maximum Distance"
Filter.ShadowSDF.Inner.Offset.X="Inner Offset X"
Filter.ShadowSDF.Inner.Offset.Y="Inner Offset Y"
Filter.ShadowSDF.Inner.Color="Inner Color"
Filter.ShadowSDF.Inner.Alpha="Inner Alpha"
Filter.ShadowSDF.Outer="Outer Shadow"
Filter.ShadowSDF.Outer.Description="Draw a shadow on the outside of the source?"
Filter.ShadowSDF.Outer.Range.Minimum="Outer Minimum Distance"
Filter.ShadowSDF.Outer.Range.Maximum="Outer Maximum Distance"
Filter.ShadowSDF.Outer.Offset.X="Outer Offset X"
Filter.ShadowSDF.Outer.Offset.Y="Outer Offset Y"
Filter.ShadowSDF.Outer.Color="Outer Color"
Filter.ShadowSDF.Outer.Alpha="Outer Alpha"
# 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"
Filter.Transform.Camera="Camera"
Filter.Transform.Camera.Description="Projection mode used by the camera."
Filter.Transform.Camera.Orthographic="Orthographic"
Filter.Transform.Camera.Perspective="Perspective"
Filter.Transform.Camera.FieldOfView="Field Of View"
Filter.Transform.Camera.FieldOfView.Description="Vertical Field of View of the camera."
Filter.Transform.Position="Position"
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"
Filter.Transform.Scale.Description="Scale of the rendered quad."
Filter.Transform.Scale.X="Scale (X)"
Filter.Transform.Scale.Y="Scale (Y)"
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)"
Filter.Transform.Rotation.Order="Rotation Order"
Filter.Transform.Rotation.Order.Description="The order in which to apply the euler angles to the rendered quad."
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"
Filter.Transform.Rotation.Description="Euler rotation of the rendered quad, applied using the rotation order."
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?"