/*===========================================//
  //                Description                //
 //===========================================//
Game: 						Resident Evil 4 UHD
Author: 					NEGAARMAX
SweetFX/Injector version: 	v2.0 Preview 8 by CeeJay.dk / ReShade 0.18.0
Description:                   
If you made a good setttings preset please share it with your friends, on forums and websites,
and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/
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      //                  Optional                 //
     //===========================================//
 
 • You can use SMAA or FXAA. 
 • I prefer FXAA since it also removes the tiny foliage aliasing.    
 
 • To enable SMAA set #define USE_SMAA to 1 and #define USE_FXAA to 0 
 • (Image might get a bit too sharp with SMAA enabled.)
 
       //===========================================//
      //                  Updates                  //
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      //                Miscellaneous              //
     //===========================================//
   
 • You'll need this version to get the same results as me.  
 • (v2.0 Preview 8 by CeeJay.dk | ReShade 0.16.0)
 • DOWNLOAD HERE
 • sfx.thelzay.net - http://goo.gl/eISJKo
 • For questions or requests visit the forum	- http://sfx.thelazy.net/forum/
 • Or visit the official SweetFX subreddit		- http://www.reddit.com/r/sweetfx
      //===========================================//
      //                  Optional                 //
     //===========================================//
 
 • You can use SMAA or FXAA. 
 • I prefer FXAA since it also removes the tiny foliage aliasing.    
 
 • To enable SMAA set #define USE_SMAA to 1 and #define USE_FXAA to 0 
 • (Image might get a bit too sharp with SMAA enabled.)
 
       //===========================================//
      //                  Updates                  //
     //===========================================//
       //===========================================//
      //                Miscellaneous              //
     //===========================================//
   
 
    //============================================//
   //                   Choose                   //
  //                    Effects                 //
 //============================================*/
 
// Effects are listed in the order that they are applied.
// Set to 1 for ON or 0 for OFF
#define USE_ASCII         0 //[0 or 1] Ascii : Converts the image to Ascii-art.
#define USE_CARTOON       0 //[0 or 1] Cartoon : "Toon"s the image.
#define USE_SMAA          0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA          0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique.
#define USE_EXPLOSION     0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CA            0 //[0 or 1] Chromatic Aberration : Mimics the look of a cheap camera lens, by distorting the colors.
#define USE_ADVANCED_CRT  0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (has a very high performance cost)
#define USE_PIXELART_CRT  0 //[0 or 1] PixelArt CRT : Scanlines for pixel art (high performance cost)
#define USE_BLOOM         0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR           0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN   1 //[0 or 1] LumaSharpen : Sharpens the image.
#define USE_LEVELS        1 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
#define USE_TECHNICOLOR   0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX           0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_MONOCHROME    0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_COLORMATRIX   0 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix.
#define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.
#define USE_TONEMAP       1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE      0 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES        0 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA         0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE      0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_FILMGRAIN     0 //[0 or 1] Film Grain : Adds film grain to the image.
#define USE_DITHER        0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_BORDER        0 //[0 or 1] Border : Can be used to create letterbox borders around the image.
#define USE_SPLITSCREEN   0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
#define USE_TRANSITION    0 //[0 or 1] Transition : Shows a welcome screen and then transitions to the regularly scheduled programming
#define USE_DISPLAY_DEPTH 0 //[0 or 1] Display Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (*) in-game
#define USE_CUSTOM        0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.
     //===========================================//
    //                   Ascii                   //
   //                  Settings                 //
  //===========================================//
#define Ascii_input_image               1   						//[1 or 2] 1 = Color buffer, 2 = Depth buffer.
#define Ascii_spacing                   1  							//[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best.
#define Ascii_font                      1   						//[1 or 2] 1 = 5x5 font, 2 = 3x5 font
#define Ascii_font_color       float3(255, 255, 255)  				//[0 to 255, 0 to 255, 0 to 255] What color the font should be. In integer RGB colors.
#define Ascii_background_color float3(0, 0, 0)        				//[0 to 255, 0 to 255, 0 to 255] What color the background should be. In integer RGB colors.
#define Ascii_swap_colors               0   						//Swaps the font and background color when you are too lazy to edit the settings above (I know I am)
#define Ascii_invert_brightness         0   						//[0 or 1] 
#define Ascii_font_color_mode          	1   						//[0 to 2] 0 = font_color, 1 = image color, 2 = colorized grayscale
     //===========================================//
    //            SMAA Anti Aliasing             //
   //                  Settings                 //
  //===========================================//
#define SMAA_THRESHOLD              	0.08  						//[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS         	25  						//[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG    	12  						//[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING           	25  						//[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.
// -- Advanced SMAA settings --
#define SMAA_EDGE_DETECTION            	2  							//[1|2|3] 1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection
#define SMAA_DIRECTX9_LINEAR_BLEND     	0  							//[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
																	//Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
// -- SMAA Predication settings --
#define SMAA_PREDICATION               	0  							//[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges.
#define SMAA_PREDICATION_THRESHOLD 		0.09  						// Threshold to be used in the depth buffer.                                      
#define SMAA_PREDICATION_SCALE       	1.0  						// How much to scale the global threshold used for luma or color edge detection when using predication
#define SMAA_PREDICATION_STRENGTH    	20.4  						// How much to locally decrease the threshold.
// -- Debug SMAA settings --
#define SMAA_DEBUG_OUTPUT             	0  							//[0 to 4] 0 = Normal, 1 = edgesTex, 2 = blendTex, 3 = areaTex, 4 = searchTex - Only for troubleshooting. Users don't need to mess with this. 
     //===========================================//
    //            FXAA Anti Aliasing             //
   //                  Settings                 //
  //===========================================//
#define FXAA_QUALITY__PRESET			9							//[1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix               		0.35  						//[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold        		0.01  						//[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. Similar to SMAA_THRESHOLD
#define fxaa_EdgeThresholdMin     		0.01   						//[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.
     //===========================================//
    //                 Explosion                 //
   //                  Settings                 //
  //===========================================//
#define Explosion_Radius     			2.0         				//[0.2 to 100.0] Amount of effect you want.
     //===========================================//
    //           Chromatic Aberration            //
   //                  Settings                 //
  //===========================================//
#define Chromatic_shift 			float2(2.5,-0.5) 				//[-100.0 to 100.0, -100.00 to 100.0] Distance (X,Y) in pixels to shift the color components.
																	//For a slightly blurred look try fractional values (.5) between two pixels.
#define Chromatic_strength   			0.1         				//Adjust the strength of the effect.
     //===========================================//
    //                  Levels                   //
   //                  Settings                 //
  //===========================================//
#define Levels_black_point 				10  							//[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
#define Levels_white_point 				255    						//[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
																	//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost.
// -- Debug settings --
#define Levels_highlight_clipping 		0 							//[0 or 1] Highlight the pixels that clip. Red = Some detail is lost in the highlights, Yellow = All detail is lost in the highlights,
																	//         Blue = Some detail is lost in the shadows, Cyan = All detail is lost in the shadows.
									
									
     //===========================================//
    //                  Cartoon                  //
   //                  Settings                 //
  //===========================================//
#define CartoonPower         			1.5     					//[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope     			1.5     					//[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.
     //===========================================//
    //               Advanced CRT                //
   //                  Settings                 //
  //===========================================//
#define CRTAmount            			1.00    					//[0.00 to 1.00]  Amount of CRT effect you want
#define CRTResolution        			2.0    		 				//[1.0 to 8.0]    Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma             			2.2     					//[0.0 to 4.0]    Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma      			2.4     					//[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness        			1.2     					//[1.0 to 3.0]    Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 			2.0     					//[2.0 to 4.0]    Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian  			1       					//[0 or 1]        Use the "new nongaussian scanlines bloom effect". Default is on
#define CRTCurvature         			1       					//[[0 or 1]          "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius   			2.0     					//[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize        			0.0100  					//[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance          			2.00    					//[0.00 to 4.00]     Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX            			0.00    					//[-0.20 to 0.20]    Tilt angle in radians (X coordinates)
#define CRTAngleY           			-0.15    					//[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan          			1.00    					//[1.00 to 1.10]     Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample        			0       					//[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)
     //===========================================//
    //               Pixel-Art CRT               //
   //                  Settings                 //
  //===========================================//
// -- Emulated input resolution --
#define PixelArtCRT_resolution_mode 	1 							//[1 or 2] 1 = Ratio, 2 = Fixed resolution
#define PixelArtCRT_resolution_ratio 	(1.0/4.0)   				//
#define PixelArtCRT_fixed_resolution float2(320.0,160.0)
// -- Hardness --
#define PixelArtCRT_hardScan 			-24.0  						// Hardness of scanline : -8.0 = soft, -16.0 = medium
#define PixelArtCRT_hardPix  			-24.0  						// Hardness of pixels in scanline : -2.0 = soft, -4.0 = hard
// -- Display warp --
#define PixelArtCRT_warp 				float2(1.0/64.0,1.0/24.0) 	// Display warp : 0.0 = none , 1.0/8.0 = extreme
// -- Type of shadow mask --
#define PixelArtCRT_ShadowMask 			3 							// Type of shadow mask : 1 = Very compressed TV style shadow mask, 2 = Aperture-grille 
																	// 3 = Stretched VGA style shadow mask, 4 = VGA style shadow mask
// -- Amount of shadow mask --
#define PixelArtCRT_maskDark  			0.5 						//
#define PixelArtCRT_maskLight 			1.5 						//
// -- Falloff shape --
#define PixelArtCRT_shape 				3.0 						// Falloff shape : 1.0 = exp(x), 1.25 = in between, 2.0  = gaussian, 3.0  = more square
// -- Amp signal --
#define PixelArtCRT_overdrive 			1.25 						//
     //===========================================//
    //                   Bloom                   //
   //                  Settings                 //
  //===========================================//
#define BloomThreshold      			15.00    					//[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower           			0.350   					//[0.000 to 8.000] Strength of the bloom
#define BloomWidth           			0.3500  					//[0.0000 to 1.0000] Width of the bloom
     //===========================================//
    //                   HDR                     //
   //                  Settings                 //
  //===========================================//
#define HDRPower             			1.70    					//[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2              			0.78    					//[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
     //===========================================//
    //                Lumasharpen                //
   //                  Settings                 //
  //===========================================//
// -- Sharpening --
#define sharp_strength 					1.2   						//[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    					0.8 						//[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings --
#define pattern 						2        					//[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 					1.0 						//[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
																	//I designed the pattern for offset_bias 1.0, but feel free to experiment.
// -- Debug sharpening settings --
#define show_sharpen 					0   						//[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
		
     //===========================================//
    //                Technicolor                //
   //                  Settings                 //
  //===========================================//
#define TechniAmount        			0.40 						//[0.00 to 1.00]
#define TechniPower         			4.00 						//[0.00 to 8.00]
#define redNegativeAmount   			0.88 						//[0.00 to 1.00]
#define greenNegativeAmount 			0.88 						//[0.00 to 1.00]
#define blueNegativeAmount  			0.88 						//[0.00 to 1.00]
     //===========================================//
    //                Cineon DPX                 //
   //                  Settings                 //
  //===========================================//
#define Red   							8.0  						//[1.0 to 15.0]
#define Green 							8.0  						//[1.0 to 15.0]
#define Blue  							8.0  						//[1.0 to 15.0]
#define ColorGamma    					2.5  						//[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 					3.0  						//[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC   							0.36 	 					//[0.60 to 0.20]
#define GreenC 							0.36  						//[0.60 to 0.20]
#define BlueC  							0.34  						//[0.60 to 0.20]
#define Blend 							0.2    						//[0.00 to 1.00] How strong the effect should be.
     //===========================================//
    //                Monochrome                 //
   //                  Settings                 //
  //===========================================//
#define Monochrome_conversion_values float3(0.21, 0.72, 0.07) 		//[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
#define Monochrome_color_saturation   	0.00            			//[0.00 to 2.00] Percentage of saturation to keep. Default is 0.00 , values above 1.00 boost saturation above normal.
     //===========================================//
    //               Color-Matrix                //
   //                  Settings                 //
  //===========================================//
										//  Red   Green   Blue
#define ColorMatrix_Red   			float3(1.000, 1.000, 1.040) 	//[0.00 to 1.00] How much of Red, Green and Blue the new red value should contain
#define ColorMatrix_Green 			float3(1.000, 1.000, 1.040) 	//[0.00 to 1.00] How much of Red, Green and Blue the new green value should contain
#define ColorMatrix_Blue  			float3(1.000, 1.000, 1.040) 	//[0.00 to 1.00] How much of Red, Green and Blue the new blue value should contain
																	//Should sum to 1.000 if you don't wish to change the brightness
																
#define ColorMatrix_strength 			1.0                     	//Adjust the strength
     //===========================================//
    //              Lift Gamma Gain              //
   //                  Settings                 //
  //===========================================//
#define RGB_Lift  					float3(1.005, 1.010, 0.990) 	//[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma 					float3(0.957, 0.977, 1.032) 	//[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  					float3(1.275, 1.275, 1.280) 	//[0.000 to 2.000] Adjust highlights for Red, Green and Blue
																	//Note that a value of 1.000 is a neutral setting that leave the color unchanged.
     //===========================================//
    //                 Tonemap                   //
   //                  Settings                 //
  //===========================================//
#define Gamma       					0.58  						//[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.
#define Exposure    					0.000  						//[-1.000 to 1.000] Adjust exposure
#define Saturation  					-0.1	  					//[-1.000 to 1.000] Adjust saturation
#define Bleach      					0.150  						//[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog       					0.400   					//[0.000 to 1.000] How much of the color tint to remove
#define FogColor 					float3(-0.002, 0.0, 0.01) 		//[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
     //===========================================//
    //                 Vibrance                  //
   //                  Settings                 //
  //===========================================//
#define Vibrance     					0.6  						//[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance 		float3(0.3, 0.4, 0.6) 			//[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] 
																	// A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over other
     //===========================================//
    //                  Curves                   //
   //                  Settings                 //
  //===========================================//
#define Curves_mode        				2 							//[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 				0.25 						//[-1.00 to 1.00] The amount of contrast you want
// -- Advanced curve settings --
#define Curves_formula     				2 							//[1|2|3|4|5|6|7|8|9|10|11] The contrast s-curve you want to use.
																	//1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
																	//7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles. 11 = Polynomial split.
																	//Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. 
																	//I prefer 2 myself, but 3 is a nice alternative with a little more effect and it's the fastest formula.
     //===========================================//
    //                  Sepia                    //
   //                  Settings                 //
  //===========================================//
#define ColorTone 					float3(1.40, 1.10, 0.90) 		//[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower  						0.11                   	 	//[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 						0.58                  	 	//[0.00 to 1.00] How much to tint the image
     //===========================================//
    //                 Daltonize                 //
   //                  Settings                 //
  //===========================================//
#define Daltonize_type 					1    						//[1|2|3] Type of colorblindness. 1 = Protanopia (missing red spectrum), 2 = Deuteranopia (missing green spectrum) 
																	// 3 = Tritanopia (missing blue spectrum)
     //===========================================//
    //                Film Grain                 //
   //                  Settings                 //
  //===========================================//
#define FilmGrain_intensity 			0.55 						//[0.00 to 1.00] How visible the grain is. Higher is more visible.
#define FilmGrain_variance  			0.40 						//[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother.
#define FilmGrain_SNR          			4 							//[0 to 16] Higher Signal-to-Noise Ratio values give less grain to brighter pixels. 0 disables this feature.
// -- Advanced Film Grain settings --
#define FilmGrain_mean     				0.50 						//[0.00 to 1.00] The average mean of the gaussian noise. Probably best kept at the middle value (0.50)
																	//A sideeffect of the Film Grain effect is that it also dithers the screen.
																	//You don't need both the Film Grain and the Dither effect enabled at the same time.
     //===========================================//
    //                 Vignette                  //
   //                  Settings                 //
  //===========================================//
#define VignetteType       				1  							//[1|2|3] 1 = Original, 2 = New, 3 = TV style
#define VignetteRatio   				1.00  						//[0.15 to 6.00]  Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius  				1.00  						//[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount 					-1.00  						//[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope      				2  							//[2 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter 				float2(0.500, 0.500)  			//[0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.
     //===========================================//
    //                  Dither                   //
   //                  Settings                 //
  //===========================================//
#define dither_method      				1  							//[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
																	//Note that the patterns used by Dither, makes an image harder to compress.
																	//This can make your screenshots and video recordings take up more space.
     //===========================================//
    //                  Border                   //
   //                  Settings                 //
  //===========================================//
#define border_width 				float2(0,0)        				//[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. If this is set to 0,0 then the border_ratio will be used instead
#define border_ratio  				float(3.0 / 4.0) 				//[0.1000 to 10.0000] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right.
																	//Examples that work: (1680.0 / 1050.0), (16.0 / 10.0), (1.6) Examples that does NOT work right: (1680 / 1050), (16 / 10)
#define border_color 				float3(0, 0, 0)    				//[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.
     //===========================================//
    //                Splitscreen                //
   //                  Settings                 //
  //===========================================//
#define splitscreen_mode   				1  							//[1|2|3]  1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 
																	//[4|5|6]  4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split
     //===========================================//
    //                Transition                 //
   //                  Settings                 //
  //===========================================//
#define Transition_time            		5000  						//[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second)
#define Transition_texture 			"curtain.jpg" 					//["filename"] Filename for the texture to use. Put your custom textures in SweetFX/Textures/
#define Transition_texture_width    	720  						//Image width.
#define Transition_texture_height   	480  						//Image height.
#define Transition_type     		CurtainOpen  					//Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"
     //===========================================//
    //                  Display                  //
   //                    Depth                  //
  //===========================================//
#define Depth_z_near               		0.08   						//[0.00001 to 100000.0] Camera z near
#define Depth_z_far              		100.00   					//[0.00001 to 100000.0] Camera z far, must be further than the near value.
     //===========================================//
    //                  Custom                   //
   //                  Settings                 //
  //===========================================//
#define custom_strength  				1.0 						//[0.00 to 1.00] Adjust the strength of the effect