/*
	Select shaders (Set to 1 or 0 for ON or OFF)
*/
#define USE_SMAA_ANTIALIASING 0  // Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0  // Smoothens jagged lines using the FXAA technique.
#define USE_CA                0  // Chromatic aberration is a lens distortion effect that simulates how a lens diffracts different wavelengths differently. You can only use Chromatic Aberration OR the Explosion shader, not both at the same time.
#define USE_EXPLOSION         1  // Scatters the pixels, making the image look fuzzy. You can only use Explosion OR the Chromatic Aberration shader, not both at the same time.
#define USE_CARTOON           0  // Cel shader effect. Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen.
#define USE_LEVELS            0  // Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
#define USE_ADVANCED_CRT      0  // Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect.
#define USE_BLOOM             1  // Makes bright lights bleed their light into their surroundings (relatively high performance cost).
#define USE_HDR               1  // Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN       1  // Sharpens scene texture details. Also sharpens the antialiased edges which makes them less smooth.
#define USE_GAUSSIAN          0  // Can be used to blur, bloom, haze, glow, and unsharp masking.
#define USE_FILMGRAIN         0  // Film grain effect.
#define USE_TECHNICOLOR       0  // Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4).
#define USE_DPX               1  // Should make the image look like it's been converted to DXP Cineon.
#define USE_MONOCHROME        0  // Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN     0  // Adjust brightness and color of shadows, midtones and highlights (avoids clipping).
#define USE_TONEMAP           1  // Adjust gamma, exposure, saturation, bleach and defog (may cause clipping).
#define USE_VIBRANCE          1  // Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES            1  // Contrast adjustments using S-curves.
#define USE_SEPIA             0  // Sepia tones the image.
#define USE_VIGNETTE          0  // 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_DITHER            0  // Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts.
#define USE_BORDER            0  // Makes the screen edge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN       0  // Enables the before-and-after splitscreen comparison mode.
/*
	SMAA Settings
*/
#define SMAA_DIRECTX9_LINEAR_BLEND 1     // Enable this only if you are using DX9 hardware (software version does not matter).
#define COLOR_EDGE_DETECTION       1     // Enables color edge detection (slower but slightly more acurate) instead of luma edge detection (faster).
#define SMAA_CORNER_ROUNDING       0     // Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.
#define SMAA_MAX_SEARCH_STEPS_DIAG 16    // Determines the radius SMAA will search for diagonal aliased edges.
#define SMAA_MAX_SEARCH_STEPS      98    // Determines the radius SMAA will search for aliased edges.
#define SMAA_THRESHOLD             0.20  // Edge detection threshold. If SMAA misses some edges try lowering this slightly.
/*
	FXAA Settings
*/
#define fxaa_EdgeThresholdMin 1.000  // Darkness threshold. Trims the algorithm from processing darks.
#define fxaa_EdgeThreshold    1.000  // Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_Subpix           1.000  // Amount of sub-pixel aliasing removal.
#define FXAA_QUALITY__PRESET  1      // Quality preset. 39 is the highest quality.
/*
	Chromatic Aberration Settings
*/
#define outfocus 0.016  // How strong the effect should be.
/*
	Explosion Settings
*/
#define Explosion_Radius 0.2  // Amount of effect you want.
/*
	Cartoon Settings
*/
#define CartoonEdgeSlope 5.0  // Raise this to filter out fainter edges. You might need to increase the strength to compensate.
#define CartoonPower     5.0  // Amount of effect you want.
/*
	Levels Settings
*/
#define Levels_white_point 228  // The new white point. Everything brighter than this becomes completely white.
#define Levels_black_point 10   // The black point is the new black - literally. Everything darker than this will become completely black.
/*
	CRT Settings
*/
#define CRTOversample        0       // Enable 3x oversampling of the beam profile (warning: performance hit).
#define CRTOverScan          1.00    // Overscan (e.g. 1.02 for 2% overscan).
#define CRTAngleY            -0.15   // Tilt angle in radians, Y coordinates. Value of -0.15 gives the arcade tilt look.
#define CRTAngleX            0.00    // Tilt angle in radians, X coordinates.
#define CRTDistance          2.00    // Simulated distance from viewer to monitor.
#define CRTCornerSize        0.0100  // Higher values equals more rounded corner.
#define CRTCurvatureRadius   2.0     // Curvature Radius (only effective when Curvature is enabled).
#define CRTCurvature         1       // Enables the curvature effect.
#define CRTScanlineGaussian  1       // Use the new non-Gaussian bloom effect.
#define CRTScanlineIntensity 2.0     // Scanlines intensity.
#define CRTBrightness        1.2     // Used to boost brightness a little.
#define CRTmonitorgamma      2.4     // Gamma of display monitor.
#define CRTgamma             2.2     // Gamma of simulated CRT.
#define CRTResolution        2.0     // Input size coefficent (low values gives the low-res retro look).
#define CRTAmount            1.00    // Amount of CRT effect you want.
/*
	Bloom Settings
*/
#define BloomWidth     1.0000  // Width of the bloom.
#define BloomPower     1.006   // Strength of the bloom.
#define BloomThreshold 25.00   // Threshold for light brightness to cause bloom.
/*
	HDR Settings
*/
#define radius2  0.71  // Raising this increases the luminance of the shader, making the effect stronger and brighter.
#define HDRPower 1.11  // Lowering this offsets the middle grey level and makes the image brighter.
/*
	LumaSharpen Settings
*/
#define show_sharpen   0      // Visualize the strength of the sharpen (multiplied by 4 to see it better).
#define offset_bias    1.25   // Offset bias adjusts the radius of the sampling pattern.
#define pattern        1      // Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define sharp_clamp    0.125  // Limits maximum amount of sharpening a pixel recieves.
#define sharp_strength 1.25   // Strength of the sharpening.
/*
	Gaussian Blur Settings
*/
#define GaussStrength    0.04  // Amount of effect blended into the final image.
#define GaussExposure    43    // [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussThreshold   0.5   // [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussBloomWarmth 0     // Temperature of the bloom - 0 = neutral, 1 = warm, 2 = cold.
#define GaussSigma       3     // Width of the bloom effect.
#define GaussQuality     1     // Quality of the effect (warning: 2 and 3 are expensive.)
#define GaussEffect      2     // 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy.
/*
	Film Grain Settings
*/
#define FilmGrainSize      2     // Size of the grain (higher = thinner noise).
#define FilmGrainExposure  40    // Grain exposure (lower = darker noise).
#define FilmGrainIntensity 0.46  // Intensity of grain.
/*
	Technicolor Settings
*/
#define blueNegativeAmount  1.00  //
#define greenNegativeAmount 1.00  //
#define redNegativeAmount   1.00  //
#define TechniPower         2.8   //
#define TechniAmount        0.11  //
/*
	Cineon DPX Settings
*/
#define Blend         0.16  //
#define BlueC         0.40  //
#define GreenC        0.40  //
#define RedC          0.40  //
#define DPXSaturation 1.5   // Adjust saturation of the effect. 1.0 is neutral.
#define ColorGamma    1.0   // Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define Blue          8.0   //
#define Green         8.0   //
#define Red           8.0   //
/*
	Monochrome Settings
*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41)  // Percentage of RGB to include (should sum up to 1.00).
/*
	Lift Gamma Gain Settings
*/
#define RGB_Gain  float3(1.000,1.000,1.000)  // [0.000 to 2.000] Adjust highlights for Red, Green and Blue.
#define RGB_Gamma float3(1.000,1.000,1.000)  // [0.000 to 2.000] Adjust midtones for Red, Green and Blue.
#define RGB_Lift  float3(1.000,1.000,1.000)  // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
/*
	Tonemap Settings
*/
#define FogColor   float3(0.00,2.55,2.30)  // [0.00 to 2.55] What color to remove - default is blue.
#define Defog      0                       // How much of the color tint to remove.
#define Bleach     0.25                    // Brightens the shadows and fades the colors.
#define Saturation 0.25                    // Adjust saturation.
#define Exposure   0.25                    // Adjust exposure.
#define Gamma      0.750                   // Adjust midtones. 1.000 is neutral.
/*
	Vibrance Settings
*/
#define Vibrance_RGB_balance float3(0.5,0.5,0.5)  // [-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others
#define Vibrance             1.0                  // Strength of the saturation or desaturation effect.
/*
	Curves Settings
*/
#define Curves_formula  10   // 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.
#define Curves_contrast 0.1  // The amount of contrast you want.
#define Curves_mode     2    // Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma.
/*
	Sepia Settings
*/
#define SepiaPower 0.58                    // How much to tint the image.
#define GreyPower  0.11                    // How much desaturate the image before tinting it.
#define ColorTone  float3(1.40,1.10,0.90)  // [0.00 to 2.55] What color to tint the image.
/*
	Vignette Settings
*/
#define VignetteCenter float2(0.500,0.500)  // [0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.
#define VignetteSlope  8                    // How far away from the center the change should start to really grow strong.
#define VignetteAmount -1.00                // Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteRadius 1.00                 // Lower values = stronger radial effect from center
#define VignetteRatio  1.00                 // 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 VignetteType   3                    // 1 = Original, 2 = New, 3 = TV style
/*
	Dither Settings
*/
#define dither_method 1  // 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
/*
	Border Settings
*/
#define border_color float3(0,0,0)  // [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.
#define border_width float2(1,20)   // [0 to 2048] (X,Y)-width of the border. Measured in pixels.
/*
	Splitscreen Settings
*/
#define splitscreen_mode 1  // 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split.
/*
    Key settings
    See the following URL to find out what keycode a key has:
    http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes
*/
// key_toggle_sweetfx = 145 ; 145 = Scroll Lock
// key_screenshot     = 44 ; 44 = Print Screen
// key_reload_sweetfx = 19 ; 19 = Pause/Break
/*
    Misc settings
    You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
    If the external wrapper is already named d3d9.dll, rename it into
    something else like "d3d9_enb.dll" (note that even if this is commented it actually works)
*/
// external_d3d9_wrapper = none
// external_dxgi_wrapper = none