/*-----------------------------------------------------------.
/ Description /
'------------------------------------------------------------/
Game: Prince of Persia Warrior Within
Author: Earthquake
SweetFX version: 1.5.1
Description: FX-Amazing v2 - Final
Notes:
Choose your Proper level brightness in Game.
Recommended not change Gamma&Contrast in Setting Game.
•FXAA
•DPX
•HDR
•CURVES
•TONEMAP
•LUMASHARPEN
•LIFTGAMMAGAIN
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
// Set to 1 for ON or 0 for OFF
#define USE_FXAA_ANTIALIASING 1 // [0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls.
#define USE_LUMASHARPEN 1 // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_HDR 1 // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_DPX 1 // [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_LIFTGAMMAGAIN 1 // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP 1 // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_CURVES 1 // [0 or 1] Curves : Contrast adjustments using S-curves.
/*-----------------------------------------------------------.
/ FXAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 9 // [1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix 0.03 // [0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.250 // [0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.001 // [0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.99 // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.035 // [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)
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 0.90 // [0.0 to 8.0] Strangely lowering this makes the image brighter
#define radius2 0.75 // [0.0 to 8.0] Raising this seems to make the effect stronger and also brighter
/*-----------------------------------------------------------.
/ 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 1.2 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 1.5 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.38 // [0.6 to 0.2]
#define GreenC 0.36 // [0.6 to 0.2]
#define BlueC 0.34 // [0.6 to 0.2]
#define Blend 0.2 // [0.0 to 0.1] How strong the effect should be.
/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(0.965, 0.965, 0.965) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(0.990, 0.990, 0.990) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.018, 1.018, 1.018) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.040 // [0.00 to 2.00] Adjust midtones
#define Exposure 0.0 // [-1.00 to 1.00] Adjust exposure
#define Saturation 0.100 // [-1.00 to 1.00] Adjust saturation
#define Bleach 0.00 // [0.00 to 1.00] Brightens the shadows and fades the colors
#define Defog 0.04 // [0.00 to 1.00] How much of the color tint to remove
#define FogColor float3(0.0, 0.0, 0.0) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue
/*-----------------------------------------------------------.
/ Curves settings /
'-----------------------------------------------------------*/
#define Curves_contrast 0.30 // [-1.0 to 1.0] The amount of contrast you want
// -- Advanced curve settings --
#define Curves_formula 13 // [1|2|3|4|5|6|7] The constrast s-curve you want to use.