/*-----------------------------------------------------------.   
  /                       Description                           /
  '------------------------------------------------------------/
Game: Project CARS
Author:	Santer
SweetFX version: 1.5/Boulotaur2024 Injector. +Chromatic Aberration Shader.
Description: Turn off the "Post-Processing Filters" in the game settings!
   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING		0		//[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING		0		//[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
#define USE_CA				0		//[0 or 1] Chromatic aberration. You can only use Chromatic Aberration OR the Explosion Shader. Not both at the same time.
#define USE_EXPLOSION			0		//[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CARTOON			0		//[0 or 1] Cartoon : "Toon"s the image.(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_LEVELS			0		//[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_ADVANCED_CRT		0		//[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
#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			0		//[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_GAUSSIAN			0		//[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
#define USE_FILMGRAIN			0		//[0 or 1] Filmgrain effect
#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_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_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			1		//[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_DITHER			1		//[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 : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN			0		//[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
#define USE_CUSTOM			0		//[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.
   /*-----------------------------------------------------------.
  /	SMAA Anti-aliasing settings				/
  '---------------------------------|         |---------------*/
#define SMAA_THRESHOLD			0.05		//[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		32		//[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG	16		//[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING		50		//[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 COLOR_EDGE_DETECTION		1		//[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#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.
   /*-------------------------------|         |-----------------.
  /	FXAA Anti-aliasing settings				/
  '---------------------------------|         |---------------*/
#define FXAA_QUALITY__PRESET		39      	//[1 to 39] Choose the quality preset. 39 is the highest quality.
#define fxaa_Subpix			0.1		//[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold		0.01		//[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin		0.3		//[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
   /*-------------------------------|         |-----------------.
  /	Chromatic aberration					/
  '---------------------------------|         |---------------*/
#define outfocus			0.016		//[0.00 to 1.000] How strong the effect should be.
   /*-------------------------------|         |-----------------.
  /	Explosion settings					/
  '---------------------------------|         |---------------*/
#define Explosion_Radius		1.0		//[0.2 to 100.0] Amount of effect you want.
   /*-------------------------------|         |-----------------.
  /	Cartoon settings					/
  '---------------------------------|         |---------------*/
#define CartoonPower			4.0		//[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope		6.0		//[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.
   /*-------------------------------|         |-----------------.
  /	Levels settings						/
  '---------------------------------|         |---------------*/
#define Levels_black_point		16		//[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		235		//[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 (this is called clipping).
	
   /*-------------------------------|         |-----------------.
  /	Advanced CRT settings					/
  '---------------------------------|         |---------------*/
#define CRTAmount			1.00		//[0.00 to 1.00]  Amount of CRT effect you want
#define CRTResolution			1.0		//[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)
   /*-------------------------------|         |-----------------.
  /	Bloom settings						/
  '---------------------------------|         |---------------*/
#define BloomThreshold			20.25		//[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower			1.446		//[0.000 to 8.000] Strength of the bloom
#define BloomWidth			0.0142		//[0.0000 to 1.0000] Width of the bloom
   /*-------------------------------|         |-----------------.
  /	HDR settings						/
  '---------------------------------|         |---------------*/
#define HDRPower			1.30		//[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2				0.87		//[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
   /*-------------------------------|         |-----------------.
  /	LumaSharpen settings					/
  '---------------------------------|         |---------------*/
// -- Sharpening --
#define sharp_strength			0.40		//[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp			0.015		//[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings --
#define pattern				4		//[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias			2.8		//[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)
   /*-------------------------------|         |-----------------.
  /	Gaussian Blur settings					/
  '---------------------------------|         |---------------*/
#define GaussEffect			2		//[0|1|2|3]        0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality			2		//[0|1|2|3]        Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma			3		//[1 to 4]         The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth		2		//[0|1|2]          "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold			0.50		//[0.00 to 1.00]   [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure			43.0		//[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength			0.15		//[0.00 to 1.00]   Amount of effect blended into the final image
   /*-------------------------------|         |-----------------.
  /	Film grain settings					/
  '---------------------------------|         |---------------*/
#define FilmGrainIntensity		0.6		//[0.00 to 1.00] Intensity of grain. Default is 0.46
#define FilmGrainExposure		20		//[0 to 100]     Grain Exposure. Default is 40 (Lower -> darker noise)
#define FilmGrainSize			6		//[0 to 10]      Size of the grain. Default is 2 (Higher -> thinner noise)
   /*-------------------------------|         |-----------------.
  /	TECHNICOLOR settings					/
  '---------------------------------|         |---------------*/
#define TechniAmount			0.46		//[0.00 to 1.00]
#define TechniPower			4.0		//[0.00 to 8.00]
#define redNegativeAmount		0.74		//[0.00 to 1.00]
#define greenNegativeAmount		0.83		//[0.00 to 1.00]
#define blueNegativeAmount		0.9		//[0.00 to 1.00]
   /*-------------------------------|         |-----------------.
  /	Cineon DPX settings					/
  '---------------------------------|         |---------------*/
#define Red				6.0		//[1.0 to 15.0]
#define Green				6.0		//[1.0 to 15.0]
#define Blue				6.0		//[1.0 to 15.0]
#define ColorGamma			10		//[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation			2.5		//[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.5
#define RedC				0.55		//[0.60 to 0.20]
#define GreenC				0.55		//[0.60 to 0.20]
#define BlueC				0.55		//[0.60 to 0.20]
#define Blend				0.35		//[0.00 to 1.00] How strong the effect should be
   /*-----------------------------------------------------------.
  /	Monochrome settings					/
  '-----------------------------------------------------------*/
#define Monochrome_conversion_values	float3(0.18,0.41,0.41)	//[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
   /*-----------------------------------------------------------.
  /	Lift Gamma Gain settings				/
  '-----------------------------------------------------------*/
#define RGB_Lift		float3(0.999, 0.999, 0.999)	//[0.000 to 2.000] Adjust shadows 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_Gain		float3(0.999, 0.999, 0.999)	//[0.000 to 2.000] Adjust highlights for Red, Green and Blue
   /*-----------------------------------------------------------.
  /	Tonemap settings					/
  '-----------------------------------------------------------*/
#define Gamma				1.08		//[0.000 to 2.000] Adjust midtones
#define Exposure			0.0		//[-1.000 to 1.000] Adjust exposure
#define Saturation			0.13		//[-1.000 to 1.000] Adjust saturation
#define Bleach				0.0		//[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog				0.0		//[0.000 to 1.000] How much of the color tint to remove
#define FogColor		float3(0.0, 0.0, 0.0)	//[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			0.2		//[-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(1.00, 1.00, 1.00)//[-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 others
   /*-----------------------------------------------------------.
  /	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			-0.6		//[-1.00 to 1.00] The amount of contrast you want
// -- Advanced curve settings --
#define Curves_formula			3		//[1|2|3|4|5|6|7|8|9|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.
							//Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
							//I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
							 
   /*-----------------------------------------------------------.
  /	Sepia settings						/
  '-----------------------------------------------------------*/
#define ColorTone		float3(1.0, 1.0, 1.0)	//[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower			0.0		//[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
   /*-----------------------------------------------------------.
  /	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			-0.40		//[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope			6		//[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			2		//[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(1,100)		//[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
#define border_color		float3(255, 255, 255)	//[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|4|5|6]  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						/
  '-----------------------------------------------------------*/
// This is the section where you can define your own key mapping
// 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 ;	//SCROLL_LOCK
// key_screenshot		= 44 ;	//PRINTSCREEN
// key_reload_sweetfx		= 19 ;	//PAUSE key
   /*-----------------------------------------------------------.
  /	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
     
    
This is great work. I don't think I've ever seen greens represented that well in a game before.