diff options
Diffstat (limited to 'Studio/Content/Effect Library/LightTable.effect')
-rw-r--r-- | Studio/Content/Effect Library/LightTable.effect | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/Studio/Content/Effect Library/LightTable.effect b/Studio/Content/Effect Library/LightTable.effect index 083ec84d..0c8b84f0 100644 --- a/Studio/Content/Effect Library/LightTable.effect +++ b/Studio/Content/Effect Library/LightTable.effect @@ -2,21 +2,21 @@ <Effect> <MetaData> <Property name="SurfDist" formalName="Distance to Surface" description="Distance from camera to the paper surface" default="100"/> - <Property name="BlurDist" formalName="Distance to Full Blur" description="Distance from the paper surface that corresponds to fully blurred" default="100"/> + <Property name="BlurDist" formalName="Distance to Full Blur" description="Distance from the paper surface that\ncorresponds to fully blurred" default="100"/> <Property name="MaxBlur" formalName="Max Blur Radius" description="Blur radius defined as 'full blur'" min="1" max="100" default="50"/> <Property name="OverlayDif" formalName="Diffuse Texture" description="Texture overlay color for the paper surface" type="Texture" clamp="repeat" /> - <Property name="OverlayTrn" formalName="Translucent Texture" description="Texture overlay translucency for the paper surface" type="Texture" clamp="repeat" /> - <Property name="OverlayNrm" formalName="Normal Texture" description="Texture overlay normal for the paper surface" type="Texture" clamp="repeat" /> + <Property name="OverlayTrn" formalName="Translucent Texture" description="Texture overlay translucency for the\npaper surface" type="Texture" clamp="repeat" /> + <Property name="OverlayNrm" formalName="Normal Texture" description="Texture overlay normal for the paper\nsurface" type="Texture" clamp="repeat" /> <Property name="OverlayScale" formalName="Texture Scale" description="Texture overlay scaling factor" type="Float2" default="1 1"/> <Property name="OverlayRot" formalName="Texture Rotation" description="Texture overlay rotation angle" default="0" min="0" max="360"/> <Property name="OverlayTrans" formalName="Translucency blocking" description="How much translucency through the overlay" default="2.0"/> <Property name="LightCol" formalName="Light Color" description="Color of the backlight" type="Color" default="1 1 1"/> <Property name="LightBrt" formalName="Light Brightness" description="Brightness of the backlight" default="1.0"/> - <Property name="LightExp" formalName="Light Exposure" descriptoin="Pre-emptive exposure operation to prevent blowout" default="1.0"/> + <Property name="LightExp" formalName="Light Exposure" descriptoin="Pre-emptive exposure operation to prevent\nblowout" default="1.0"/> - <Property name="DimplePos" formalName="Dimple Position" description="On-screen position of a depth 'pressure dimple'" type="Float2" default="0 0"/> + <Property name="DimplePos" formalName="Dimple Position" description="On-screen position of a depth\n'pressure dimple'" type="Float2" default="0 0"/> <Property name="DimpleDepth" formalName="Dimple Pressure" description="How deep the 'pressure dimple' goes" default="0"/> - <Property name="DimpleSize" formalName="Dimple Size" description="How big the pressure dimple is in onscreen pixels" default="1" min="1" max="1000"/> + <Property name="DimpleSize" formalName="Dimple Size" description="How big the pressure dimple is in\nonscreen pixels" default="1" min="1" max="1000"/> <!-- Internal buffers plus a few extra options --> <Property name="DepthSampler" type="Texture" filter="nearest" clamp="clamp"/> @@ -230,4 +230,4 @@ void frag() <BufferInput param="DistBuffer" value="blurweights" /> </Pass> </Passes> -</Effect>
\ No newline at end of file +</Effect> |