HardwareShader PostProcess beforebloom
{
	Name "WidescreemZ"
	Shader "shaders/WidescreemZ.fp" 330
	Uniform float pitch
}

HardwareShader PostProcess beforebloom
{
	Name "Widescreem"
	Shader "shaders/Widescreem.fp" 330
	Uniform float pitch
}

HardwareShader PostProcess scene
{
	Name "res"
	Shader "shaders/Res.fp" 330
	Uniform float xlevel
	Uniform float ylevel
}

HardwareShader PostProcess screen
{
	Name "OldPals"
	Shader "shaders/oldpals.fp" 330
	Texture OldPalLut"textures/OldPalLut.png"
	Uniform float amount
	Uniform float invamount
	//Uniform float Ybias
	//Uniform float invYbias
}

HardwareShader PostProcess screen
{
	Name "Gamma"
	Shader "shaders/gamma.fp" 330
	Uniform float gamma
	Uniform float brightness
	Uniform float contrast
	Uniform float saturation
	Uniform float invsat
}

HardwareShader PostProcess screen
{
	Name "Temp"
	Shader "shaders/Temp.fp" 330
	//Uniform float kelvin
	Uniform vec3 temp
}

HardwareShader PostProcess screen
{
	Name "TempColour"
	Shader "shaders/TempColour.fp" 330
	//Uniform float kelvin
	Uniform vec3 temp
}

HardwareShader PostProcess screen
{
	Name "TempGrey"
	Shader "shaders/TempGrey.fp" 330
	//Uniform float kelvin
	Uniform vec3 temp
}

HardwareShader PostProcess screen
{
	Name "Fos4"
	Shader "shaders/Fos4.fp" 330
	Uniform float rgbsplit
	Uniform float residue
}

HardwareShader PostProcess screen
{
	Name "GrillerDivvy"
	Shader "shaders/GrillerDivvy.fp" 330
	Uniform float grilldepth
}

HardwareShader PostProcess screen
{
	Name "GrillerSubby"
	Shader "shaders/GrillerSubby.fp" 330
	Uniform float grilldepth
}

