[sweetFX]
/*-----------------------------------------------------------.
/ 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 1 //[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 1 //[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 1 //[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_LENS_DISTORTION 0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly.
#define USE_NOSTALGIA 0 //[0 or 1] Nostalgia : Remember when you played that game you always played on that first system of yours? You don't? Well here is a reminder.
#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_TECHNICOLOR2 0 //[0 or 1] TECHNICOLOR 2 : Yet another Technicolor effect - not sure if this stays or not. Let me know if you like it.
#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 1 //[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 1 //[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_FILMICPASS 0 //[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look.
#define USE_REINHARDLINEAR 1 //[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping.
#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 1 //[0 or 1] Film Grain : Adds film grain to the image.
#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 : 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. (Only partially working right now)
#define USE_Transition 0 //[0 or 1] Transition : Shows transitions to the regularly scheduled programming
/*-----------------------------------------------------------.
/ 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 2 //[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
#define Ascii_ToggleKey RFX_ToggleKey
/*-----------------------------------------------------------.
/ Transition /
'-----------------------------------------------------------*/
#define Transition_time 5000 //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second)
#define Transition_texture "Winners_Dont_Use_Drugs.png" //["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 ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"
#define Transition_ToggleKey RFX_ToggleKey
/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define SMAA_THRESHOLD 0.06 //[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 52 //[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 40 //[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 0.001 // Threshold to be used in the depth buffer.
#define SMAA_PREDICATION_SCALE 2.0 // How much to scale the global threshold used for luma or color edge detection when using predication
#define SMAA_PREDICATION_STRENGTH 0.4 // 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.
#define SMAA_ToggleKey RFX_ToggleKey
/*-----------------------------------------------------------.
/ FXAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix 0.650 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold 0.001 //[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 0.000 //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.
#define FXAA_ToggleKey RFX_ToggleKey
/*-----------------------------------------------------------.
/ Explosion settings /
'-----------------------------------------------------------*/
#define Explosion_Radius 2.0 //[0.2 to 100.0] Amount of effect you want.
#define Explosion_ToggleKey RFX_ToggleKey
/*-----------------------------------------------------------.
/ 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 0.5 //Adjust the strength of the effect.
#define CA_ToggleKey RFX_ToggleKey
/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
#define CartoonPower 1.0 //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope 2.5 //[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.
#define Cartoon_ToggleKey RFX_ToggleKey
/*----------------------------------------------------------.
/ Advanced CRT settings /
'----------------------------------------------------------*/
#define CRTAmount 0.06 //[0.00 to 1.00] Amount of CRT effect you want
#define CRTResolution 1.15 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma 2.4 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma 2.2 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness 0.9 //[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 0 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius 1.5 //[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 0.00 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.01 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample 1 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
#define AdvancedCRT_ToggleKey RFX_ToggleKey
/*-----------------------------------------------------------.
/ Pixel Art CRT /
'-----------------------------------------------------------*/
// -- 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 //
#define PixelArt_ToggleKey RFX_ToggleKey
/*-----------------------------------------------------------.
/ 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
#define Bloom_ToggleKey RFX_ToggleKey
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 0.80 //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2 0.75 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
#define HDR_ToggleKey RFX_ToggleKey
/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 1.00 //[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 4 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1 //[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)
#define LumaSharpen_ToggleKey RFX_ToggleKey
/*----------------------------------------------------------.
/ Shared Shaders settings /
'----------------------------------------------------------*/
//Below you can find all shared shader and their settings
#define SharedShader_ToggleKey RFX_ToggleKey
/*----------------------------------------------------------.
/ Notalgia settings /
'----------------------------------------------------------*/
//Nothing here yet, but you will get to set the palette to use and toggle dithering, and maybe pixelate the image .. once the effect is done.
//For now it just displays the image with a C64 palette
/*----------------------------------------------------------.
/ Levels settings /
'----------------------------------------------------------*/
#define Levels_black_point 0 //[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 (this is called clipping).
// -- 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.
/*-----------------------------------------------------------.
/ 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]
/*-----------------------------------------------------------.
/ TECHNICOLOR 2 settings /
'-----------------------------------------------------------*/
#define Technicolor2_Red_Strength 0.0 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.
#define Technicolor2_Green_Strength 0.3 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.
#define Technicolor2_Blue_Strength 0.3 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.
#define Technicolor2_Brightness 0.5 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image.
#define Technicolor2_Strength 1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.
#define Technicolor2_Saturation 0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.
/*-----------------------------------------------------------.
/ Cineon DPX settings /
'-----------------------------------------------------------*/
#define Red 1.0 //[1.0 to 15.0]
#define Green 1.0 //[1.0 to 15.0]
#define Blue 1.0 //[1.0 to 15.0]
#define ColorGamma 0.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 0.8 //[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(0.10, 0.50, 0.40) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
#define Monochrome_color_saturation 1.3 //[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, 0.000, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new red value should contain - Should sum to 1.000 if you don't wish to change the brightness
#define ColorMatrix_Green float3(0.000, 1.000, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new green value should contain - Should sum to 1.000 if you don't wish to change the brightness
#define ColorMatrix_Blue float3(0.000, 0.000, 1.000) //[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(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(0.900, 0.900, 0.900) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.000, 1.000, 1.000) //[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 1.10 //[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 -0.05 //[-1.000 to 1.000] Adjust exposure
#define Saturation -0.2 //[-1.000 to 1.000] Adjust saturation
#define Bleach 0.5 //[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0.25 //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.00, 0.10, 0.10) //[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 0.80 //[-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(1.20, 1.20, 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 0.40 //[-1.00 to 1.00] The amount of contrast you want
// -- Advanced curve settings --
#define Curves_formula 8 //[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. 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(1.00, 1.00, 1.20) //[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
/*-----------------------------------------------------------.
/ FilmicPass settings /
'-----------------------------------------------------------*/
#define Strenght 0.85 //[0.05 to 1.5] Strength of the color curve altering
#define BaseGamma 1.0 //[0.7 to 2.0] Gamma Curve
#define Fade 0.0 //[0.0 to 0.6] Decreases contrast to imitate faded image
#define Contrast 1.0 //[0.5 to 2.0] Contrast.
#define FSaturation 0.0
#define FBleach 0.0 //[-0.5 to 1.0] More bleach means more contrasted and less colorful image
#define FRedCurve 1.0
#define FGreenCurve 1.0
#define FBlueCurve 1.0
#define BaseCurve 1.0
#define EffectGammaR 1.0
#define EffectGammaG 1.0
#define EffectGammaB 1.0
#define EffectGamma 0.0
#define Linearization 0.5 //[0.5 to 2.0] Linearizes the color curve
#define LumCoeff float3(0.212656, 0.715158, 0.072186)
/*-----------------------------------------------------------.
/ ReinhardLinear settings /
'-----------------------------------------------------------*/
#define ReinhardLinearWhitepoint 1.0
#define ReinhardLinearPoint 0.15
#define ReinhardLinearSlope 1.25 //[1.0 to 5.0] how steep the color curve is at linear point. You need color curve understanding to know what this means, just experiment.
/*-----------------------------------------------------------.
/ 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 1.00 //[0.00 to 1.00] How visible the grain is. Higher is more visible.
#define FilmGrain_variance 0.08 //[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother.
#define FilmGrain_SNR 0 //[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 0.60 //[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 2.00 //[-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 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(0,40) //[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(2.35 / 1.0) //[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|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
/*-----------------------------------------------------------.
/ Custom settings /
'-----------------------------------------------------------*/
#define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect
[GemFX]
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
// Effects are listed in the order that they are applied.
// Set to 1 for ON or 0 for OFF
#define MOTION_BLUR 0 //[0 or 1] Motion Blur: Cheap pseudo mution blur
#define ADV_MOTION_BLUR 0 //[0 or 1] Advanced Motion Blur: More accurate and advanced motion blur
#define MOTION_FOCUS 0 //[0 or 1] Smart movement of the camera following motion on the screen for a cinematic look
#define AMBIENT_LIGHT 0 //[0 or 1] Ambient Light: Adds scene dependent ambient light with specific dirt and lens effects
//#define ADV_AMBIENT_LIGHT 0 //[0 or 1] WIP: Adding advanced AL with god rays and natural light
#define BLOOM 1 //[0 or 1] Bloom: Bloom, based on MasterEffects & asmodean bloom
#define LENSDIRT 0 //[0 or 1] Lensdirt: Simulates a dirty camera lens. IMPORTANT: bloom threshold and amount have influence on the intensity of the dirt!
#define GAUSSIAN_ANAMFLARE 0 //[0 or 1] Gaussian Anamflare: Applies a horizontal light beam to bright pixels.
#define LENZFLARE 0 //[0 or 1] Lenz Flare: Boris Vorontsov's Skyrim Lensflare with custom offsets, ported to MasterEffect.
#define CHAPMAN_LENS 0 //[0 or 1] Chapman's lensflare: Simple lensflare shader with one big halo.
#define GODRAYS 0 //[0 or 1] Godrays: Adds some light rays rotating around screen center.
#define ANAMFLARE 0 //[0 or 1] Anamorphic Lensflare: adds some horizontal light flare, simulating the use of an anamorphic lens while recording.
/*-----------------------------------------------------------.
/ Motion Blur Settings /
'-----------------------------------------------------------*/
#define mbRecall 0.7 //[0 to 1] Motion blur intensity
#define mbSoftness 0.4 //[0 to 2] Blur strength of consequential streaks
#define MotionBlur_ToggleKey RFX_ToggleKey
/*-----------------------------------------------------------.
/ Advanced Motion Blur Settings /
'-----------------------------------------------------------*/
#define ambDepth_Check 1 //[0 or 1] Depth dependent motion blur
#define ambDepthRatio 0.7 //[0 to 1] Amount of addition MB due to distance; Lower Value => Higher Amount
#define ambRecall 0.8 //[0 to 1] Increases detection level of relevant smart motion blur
#define ambPrecision 0.0 //[0 to 1] Increases relevance level of detected smart motion blur
#define ambSoftness 3.5 //[0 to 10] Softness of consequential streaks
#define ambSmartMult 3.5 //[0 to 10] Multiplication of relevant smart motion blur
#define ambIntensity 0.07 //[0 to 1] Intensity of base motion blur effect
#define ambSmartInt 0.10 //[0 to 1] Intensity of smart motion blur effect
#define AdvancedMB_ToggleKey RFX_ToggleKey
/*-----------------------------------------------------------.
/ Motion Focus Settings /
'-----------------------------------------------------------*/
#define mfDebug 0 //[0 or 1] Activates debug mode of MF, top 4 bars show motion in each screen section, the center points show strength and direction of zoom
#define mfFocusStrength 1.0f //[0 to 1] The intensity with which the camera will follow motion
#define mfZoomStrength 0.6f //[0 to 1] The intensity of camera zoom to objects in motion
#define MotionFocus_ToggleKey RFX_ToggleKey
/*-----------------------------------------------------------.
/ Ambient Ligth Settings /
'-----------------------------------------------------------*/
#define alDebug 0 //[0 or 1] Activates debug mode of AL, upper bar shows detected light, lower bar shows adaptation
#define alInt 10.15f //[0 to 20] Base intensity of AL
#define alThreshold 15f //[0 to 1] Reduces intensity for not bright light
/*ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ*\
‡ • AL ADAPTATION PARAMETERS • ‡
\*……………………………………………………………………………………*/
#define AL_Adaptation 1 //[0 or 1] Activates adaptation algorithm for the following features
#define AL_HQAdapt 0 //[0 or 1] Determines the accuracy of the adaptation algorithm
#define alAdapt 0.7f //[0 to 4] Intensity of AL correction for bright light
#define alAdaptBaseMult 1.0f //[0 to 4] Multiplier for adaption applied to the original image
#define alAdaptBaseBlackLvL 2 //[0, 1, 2, 3, 4] Distinction level of black and white (lower => less distinct)
#define alAdaptBloomMult 1.0f //[0 to 4] Multiplier for adaption applied to the bloom shader
#define alAdaptFlareMult 3.0f //[0 to 4] Multiplier for adaption applied to the anam flare shader
#define AL_HeatHazeControle 1 //[0 or 1] Controles the HeatHaze effect with the AL shader
#define Depth_HeatHazeControle 1 //[0 or 1] Controles the HeatHaze effect with the depth buffer
#define alAdaptHeatMult 1.0f //[0 to 1] Multiplier for adaption applied to the HeatHaze shader
/**\
\*……………………………………………………………………………………*/
#define AL_Dirt 1 //[0 or 1] Dirt effect based on AL
#define AL_Vibrance 1 //[0 or 1] Vibrance of dirt effect
#define AL_Adaptive 1 //[0 or 1 or 2] 0: Warm; 1: Cold; 2: Light Dependent
#define alDirtInt 1.0f //[0 to 2] Intensity of dirt effect
#define alDirtOVInt 1.0f //[0 to 2] Intensity of colored dirt effect
#define AL_Lens 0 //[0 or 1] Lens effect based on AL
#define alLensThresh 0.5f //[0 to 1] Reduces intensity of lens effect for not bright light
#define alLensInt 2.0f //[0 to 1] Intensity of lens effect
#define AmbientLight_ToggleKey RFX_ToggleKey
/*-----------------------------------------------------------.
/ Bloom Settings /
'-----------------------------------------------------------*/
#define GFX_HDR_MODE 2 //[0 to 2] HDR Level: Rendering bitrate. 0: RGBA8 | 1: RGBA16F | 2: RGBA32F
#define BLOOM_MIXMODE 3 //[1 to 2] 1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten
#define fBloomThreshold 0.90 //[0.1 to 1.0] Every pixel brighter than this value triggers bloom.
#define fBloomAmount 1.25 //[1.0 to 20.0] Intensity of bloom.
#define fBloomSaturation 1.0 //[0.0 to 2.0] Bloom saturation. 0.0 means white bloom, 2.0 means very very colorful bloom.
#define fBloomTint float3(1,1,1.1) //[0.0 to 1.0] R, G and B components of bloom tintcolor the bloom color gets shifted to.#define fBloomTint float3(0.7,0.8,1.0) //[0.0 to 1.0] R, G and B components of bloom tintcolor the bloom color gets shifted to.
//LENSDIRT
#define fLensdirtIntensity 0.4 //[0.0 to 2.0] Intensity of lensdirt.
#define fLensdirtSaturation 2.0 //[0.0 to 2.0] Color saturation of lensdirt.
#define fLensdirtTint float3(1.0,1.0,1.0) //[0.0 to 1.0] R, G and B components of lensdirt tintcolor the lensdirt color gets shifted to.
#define iLensdirtMixmode 1 //[1 to 4] 1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten
#define lensDirtTex "GFX_origdirt.png"
//GAUSSIAN ANAMORPHIC LENSFLARE
#define fAnamFlareThreshold 0.90 //[0.1 to 1.0] Every pixel brighter than this value gets a flare.
#define fAnamFlareWideness 2.4 //[1.0 to 2.5] Horizontal wideness of flare. Don't set too high, otherwise the single samples are visible
#define fAnamFlareAmount 14.5 //[1.0 to 20.0] Intensity of anamorphic flare.
#define fAnamFlareCurve 1.2 //[1.0 to 2.0] Intensity curve of flare with distance from source
#define fAnamFlareColor float3(0.012,0.313,0.588) //[0.0 to 1.0] R, G and B components of anamorphic flare. Flare is always same color.
//LENZ FLARE
#define LENZ_DEPTH_CHECK 1 //[0 or 1] if 1, only pixels with depth = 1 get lens flare, this prevents white objects from getting flare source which would normally happen in LDR
#define fLenzIntensity 3.0 //[0.2 to 3.0] power of lens flare effect
#define fLenzThreshold 0.8 //[0.6 to 1.0] Minimum brightness an object must have to cast lensflare
//CHAPMAN LENS
#define CHAPMAN_DEPTH_CHECK 1 //[0 or 1] if 1, only pixels with depth = 1 get lensflares, this prevents white objects from getting lensflare source which would normally happen in LDR
#define ChapFlareTreshold 0.9 //[0.7 to 0.99] Brightness threshold for lensflare generation. Everything brighter than this value gets a flare.
#define ChapFlareCount 15 //[1 to 20] Number of single halos to be generated. If set to 0, only the curved halo around is visible.
#define ChapFlareDispersal 0.25 //[0.25 to 1.0] Distance from screen center (and from themselves) the flares are generated.
#define ChapFlareSize 0.45 //[0.2 to 0.8] Distance (from screen center) the halo and flares are generated.
#define ChapFlareCA float3(0.0,0.01,0.02) //[-0.5 to 0.5] Offset of RGB components of flares as modifier for Chromatic abberation. Same 3 values means no CA.
#define ChapFlareIntensity 100.0 //[5.0 to 20.0] Intensity of flares and halo, remember that higher threshold lowers intensity, you might play with both values to get desired result.
//GODRAYS
#define GODRAY_DEPTH_CHECK 1 //[0 or 1] if 1, only pixels with depth = 1 get godrays, this prevents white objects from getting godray source which would normally happen in LDR
#define iGodraySamples 128 //[2^x format] How many samples the godrays get
#define fGodrayDecay 0.99 //[0.5 to 0.9999] How fast they decay. It's logarithmic, 1.0 means infinite long rays which will cover whole screen
#define fGodrayExposure 1.0 //[0.7 to 1.5] Upscales the godray's brightness
#define fGodrayWeight 1.25 //[0.8 to 1.7] weighting
#define fGodrayDensity 1.0 //[0.2 to 2.0] Density of rays, higher means more and brighter rays
#define fGodrayThreshold 0.9 //[0.6 to 1.0] Minimum brightness an object must have to cast godrays
//ANAMORPHIC LENSFLARE
#define FLARE_DEPTH_CHECK 1 //[0 or 1] if 1, only pixels with depth = 1 get an anamflare, this prevents white objects from getting flare source which would normally happen in LDR
#define fFlareLuminance 0.095 //[0.6 to 1.0] bright pass luminance value
#define fFlareBlur 200.0 // [1.0 to 9999999] manages the size of the flare
#define fFlareIntensity 2.07 // [0.2 to 5.0] effect intensity
#define fFlareTint float3(0.137, 0.216, 1.0) // [0.0 to 2.0] effect tint RGB
#define Bloom_ToggleKey RFX_ToggleKey
[effectordering]
/*----------------------------.
| :: Effect Ordering :: |
'----------------------------*/
#include EFFECT(CustomFX, Deband)
#include EFFECT(McFX, SSAO)
#include EFFECT(McFX, DOF)
#include EFFECT(CustomFX, TiltShift)
#include EFFECT(GemFX, AdvMotionBlur)
#include EFFECT(GemFX, MotionBlur)
#include EFFECT(GemFX, MotionFocus)
#include EFFECT(GemFX, Bloom)
#include EFFECT(SweetFX, Shared)
#include EFFECT(GemFX, AmbientLight)
#include EFFECT(McFX, HeatHaze)
#include EFFECT(CustomFX, TuningPalette)
#include EFFECT(SweetFX, Ascii)
#include EFFECT(SweetFX, Cartoon)
#include EFFECT(SweetFX, LumaSharpen)
#include EFFECT(SweetFX, Vibrance)
#include EFFECT(SweetFX, SMAAWrap)
#include EFFECT(SweetFX, Explosion)
#include EFFECT(SweetFX, FXAAWrap)
#include EFFECT(SweetFX, HDR)
#include EFFECT(SweetFX, CA)
#include EFFECT(SweetFX, AdvancedCRT)
#include EFFECT(SweetFX, PixelartCRT)
#include EFFECT(SweetFX, LensDistortion)
#include EFFECT(SweetFX, FilmGrain)
#include EFFECT(SweetFX, Dither)
#include EFFECT(SweetFX, ColorMatrix)
#include EFFECT(SweetFX, Tonemap)
#include EFFECT(CustomFX, ColorCorrection)
#include EFFECT(CustomFX, Cel)
#include EFFECT(CustomFX, Gaussian)
#include EFFECT(CustomFX, Paint)
#include EFFECT(CustomFX, Custom)
#include EFFECT(McFX, FishEyeCA)
#include EFFECT(CustomFX, Gr8mmFilm)
#include EFFECT(Common, UIMask)
#include EFFECT(Common, Border)
#include EFFECT(Common, SplitScreen)
#include EFFECT(Common, DisplayDepth)
#include EFFECT(SweetFX, Transition)
#include EFFECT(Common, ToggleMessage)
[CustomFX]
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
// Effects are listed in the order that they are applied.
// Set to 1 for ON or 0 for OFF
#define USE_CUSTOM 0 //[0 or 1] .....
#define USE_CEL 0 //[0 or 1] Cel : Creates an outline on objects, similar to Borderlands' cel shading effect. Requires depth buffer to work.
#define USE_GAUSS 0 //[0 or 1] 0 = off, 1 = on. Turns on/off all Gaussian effects
#define USE_TILTSHIFT 0 //[0 or 1] TiltShift effect based of GEMFX
#define USE_TUNINGPALETTE 0 //[0 or 1] Allows to use color maps (like in ENB) or color palettes
#define USE_GR8MMFILM 0 //[0 or 1] Applies cutomized 8mm film overlays
//Temporal place for missing ColorCorrection shader from ME
#define USE_LUT 0 //[0 or 1] Color Lookup Table: Uses a gradient texture to adjust the colors of the image.
#define USE_TECHNICOLOR 0 //[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from prod80
#define USE_SKYRIMTONEMAP 0 //[0 or 1] Skyrim Tonemap: Applies color correction/tonemapping based on tonemappers of popular Skyrim ENB's.
#define USE_COLORMOOD 1 //[0 or 1] Color Mood: Applies a "mood" to the color, tinting mainly the dark colors.
#define USE_CROSSPROCESS 0 //[0 or 1] Cross Processing: Simulates wrong chemistry in color processing.
#define USE_REINHARD 0 //[0 or 1] Reinhard: This is the Reinhard tonemapping shader, if you are interested, google how it works.
#define USE_COLORMOD 0 //[0 or 1] Colormod: Contrast, Saturation and Brightness ported from colormod.asi.
#define USE_SPHERICALTONEMAP 0 //[0 or 1] Spherical Tonemap: Another approach on tonemapping, uses some sphere algorithms.
#define USE_HPD 0 //[0 or 1] Haarm Peter Duiker Filmic Tonemapping: Tonemapping used in Watch Dogs, ripped from the Watch Dogs shaders themselves.
#define USE_FILMICCURVE 0 //[0 or 1] Filmic Curve: Improved version of the well-known Uncharted 2 filmic curve, first seen in iCEnhancer 0.3.
#define USE_WATCHDOG_TONEMAP 0 //[0 or 1] Watch Dogs Tonemap: Enables one of the numerous watch dogs tonemapping algorithms. No tweaking values.
#define USE_SINCITY 0 //[0 or 1] Sin City: Effect from the movie "Sin City" - everything else than red is grey.
#define USE_COLORHUEFX 0 //[0 or 1] Color Hue FX: Desaturates everything but colors from a fixed hue mid and the range around it. Similiar to Sin City but much better. Thanks, prod80!
/*-----------------------------------------------------------.
/ Custom Shader Settings /
'-----------------------------------------------------------*/
#define val1 0.0f // ...
#define val2 1.0f // ...
#define Custom_ToggleKey RFX_ToggleKey
/*-----------------------------------------------------------.
/ Cel settings /
'-----------------------------------------------------------*/
#define CelAccuracy 10.0f //Accuracy or amount of Cel shading.
#define Cel_ToggleKey RFX_ToggleKey
/*-----------------------------------------------------------.
/ Gaussian Blur settings /
'-----------------------------------------------------------*/
//--- Blur / Unsharpmask Settings ---
#define USE_Blur 0 //[0 or 1] 0 = off, 1 = on. Blurs the image
#define BlurStrength 0.20 //[0.00 to 1.00] Strength of the blur effect
#define USE_Sharpening 0 //[0 or 1] 0 = off, 1 = on. Sharpens the image
#define SharpStrength 0.10 //[0.00 - 1.00] Strength of the sharpening effect
#define GaussQuality 5 //[0 to 12] Higher #'s = more blur passes for Blur and Unsharp Mask (Higher performance cost).
//--- Bloom Settings ---
#define USE_Bloom 1 //[0 or 1] 0 = off, 1 = on.
#define BloomStrength 1.15 //[0.00 to 1.00] Strength of bloom effect
#define GaussBloomQuality 1 //[0 to 12] Higher #'s = more blur passes
#define GaussBloomWarmth 2 //0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold 0.64 //[0.000 to 0.999] Threshold for what is considered a bright light. Lower #'s = brighter
#define GaussExposure 3.0 //[0.00 to 100.00] Exposure of the effect Higher #'s = brighter
#define BloomRed .3 //Adds a RED tint to bloom
#define BloomGreen .3 //Adds a GREEN tint to bloom
#define BloomBlue .3 //Adds a BLUE tint to bloom
#define Gaussian_ToggleKey RFX_ToggleKey
#define ColorCorrection_ToggleKey RFX_ToggleKey
/*-----------------------------------------------------------.
/ TiltShift settings /
'-----------------------------------------------------------*/
#define TiltShiftPower 5.0 //[0 to 100] Amount of blur applied to the screen edges
#define TiltShiftCurve 2.0 //[0 to 10] Defines the sharp focus / blur radius
#define TiltShiftOffset -0.6 //[-5 to 5] Defines the sharp focus aligned to the y-axis
#define TiltShift_ToggleKey RFX_ToggleKey
/*-----------------------------------------------------------.
/ Tuning Palette settings /
'-----------------------------------------------------------*/
#define TuningColorPalette 1 //[0 or 1] ColorPalette
#define TuningColorMap 0 //[0 or 1] ColorMap
#define TuningColorLUT 1 //[0 or 1] ColorLUT
#define TuningPaletteDependency 1 //[0 or 1] 0: PixelColor; 1: PixelBrightness (0 is recommended for the ColorPalette effect)
#define TuningPalettePower 0.075f //[0 to 1] Strength of the Tuning Palette effect
/*ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ*\
‡ • Color Palette PARAMETERS • ‡
\*……………………………………………………………………………………*/
#define TuningColorPaletteTexture "CFX_vintage.png" //Define the color palette for palette effect (e.g. CFX_quake.png, CFX_vintage.png)
#define TuningColorPalettePower 1/float3(1.0,1.0,1.0) //Defines the impact of red, green and blue when applying palette colors
#define TuningColorPaletteSmoothMix 0.3f //[0 to 1] Amount of smooth integration into original image
#define TuningTileAmountX 5 //[1 to 16] Amount of tiles the selected palette has on the X-axis
#define TuningTileAmountY 1 //[1 to 16] Amount of tiles the selected palette has on the Y-axis
/**\
\*……………………………………………………………………………………*/
/*ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ*\
‡ • Color Map PARAMETERS • ‡
\*……………………………………………………………………………………*/
#define TuningColorMapTexture "CFX_TuningPalette.bmp" //needs to have 256x256 pixels
/**\
\*……………………………………………………………………………………*/
/*ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ*\
‡ • Color LUT PARAMETERS • ‡
\*……………………………………………………………………………………*/
#define TuningColorLUTDstTexture "CFX_ColorLUTDst.png" //Needs to have 256x16 pixels
#define TuningColorLUTNorm float2(1f/256f, 1f/16f) //Texture size
#define TuningColorLUTIntensity 1.0f //[0 to 1] Intensity of the effect overlay
/**\
\*……………………………………………………………………………………*/
#define TuningPalette_ToggleKey RFX_ToggleKey
/*-----------------------------------------------------------.
/ Gr8mm Film settings /
'-----------------------------------------------------------*/
#define Gr8mmFilmTexture "CFX_Gr8mmFilm.png" //Defines the texture which contains the single frames
#define Gr8mmFilmTextureSizeX 1280 //Size of the defined texture (Width)
#define Gr8mmFilmTextureSizeY 5040 //Size of the defined texture (Height)
#define Gr8mmFilmTileAmount 7.0f //[2 to 20] Amount of frames used in the Gr8mmFilm.png
#define Gr8mmFilmPower 0.95f //[0 to 1] Overall intensity of the effect
#define Gr8mmFilmVignettePower 1.0f //[0 to 2] Strength of the effect at the edges
#define Gr8mmFilmAlphaPower 1.2f //[0 to 2] Takes gradients into account (white => transparent)
#define Gr8mmFilmBlackFrameMix 0 //[0 or 1] 0: Adds a black frame into the mix; 1: No black frame added
#define Gr8mmFilmScroll 0 //[0 or 1] 0: Jumps from frame to frame; 1: Scrolls from frame to frame
#define Gr8mmFilm_ToggleKey RFX_ToggleKey
/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define ColStrengthR 0.2 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.
#define ColStrengthG 0.2 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.
#define ColStrengthB 0.2 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.
#define TechniBrightness 1.0 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image.
#define TechniStrength 1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.
#define TechniSat 0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.
/*-----------------------------------------------------------.
/ SKYRIM TONEMAPPING settings /
'-----------------------------------------------------------*/
#define POSTPROCESS 6 //[1 to 6] Mode of postprocessing you want. Mode 1 uses V1 values, Mode 2 uses V2 values etc
//
#define EAdaptationMinV1 0.05
#define EAdaptationMaxV1 0.125
#define EContrastV1 1.0
#define EColorSaturationV1 1.0
#define EToneMappingCurveV1 6.0
//
#define EAdaptationMinV2 0.36
#define EAdaptationMaxV2 0.29
#define EToneMappingCurveV2 8.0
#define EIntensityContrastV2 2.5
#define EColorSaturationV2 3.2
#define EToneMappingOversaturationV2 180.0
//
#define EAdaptationMinV3 0.001
#define EAdaptationMaxV3 0.025
#define EToneMappingCurveV3 30.0
#define EToneMappingOversaturationV3 111160.0
//
#define EAdaptationMinV4 0.2
#define EAdaptationMaxV4 0.125
#define EBrightnessCurveV4 0.7
#define EBrightnessMultiplierV4 0.45
#define EBrightnessToneMappingCurveV4 0.3
//
#define EAdaptationMinV5 0.08
#define EAdaptationMaxV5 0.20
#define EToneMappingCurveV5 8
#define EIntensityContrastV5 3.475
#define EColorSaturationV5 4
#define HCompensateSatV5 2
#define EToneMappingOversaturationV5 180.0
//
#define EBrightnessV6Day 2.5
#define EIntensityContrastV6Day 1.5
#define EColorSaturationV6Day 2.0
#define HCompensateSatV6Day 3.0
#define EAdaptationMinV6Day 0.64
#define EAdaptationMaxV6Day 0.24
#define EToneMappingCurveV6Day 8
#define EToneMappingOversaturationV6Day 2500.0
/*-----------------------------------------------------------.
/ COLORMOOD settings /
'-----------------------------------------------------------*/
#define fRatio 0.35 //[0.00 to 3.00] Amount of moody coloring you want
#define moodR 0.9 //[0.0 to 2.0] How strong dark red colors shall be boosted
#define moodG 0.9 //[0.0 to 2.0] How strong dark green colors shall be boosted
#define moodB 0.9 //[0.0 to 2.0] How strong dark blue colors shall be boosted
/*-----------------------------------------------------------.
/ CROSSPROCESS settings /
'-----------------------------------------------------------*/
#define CrossContrast 1 //[0.5 to 2.00] The names of these values should explain their functions
#define CrossSaturation 2 //[0.5 to 2.00]
#define CrossBrightness .1 //[-0.3 to 0.30]
#define CrossAmount .1 //[0.05 to 1.5]
/*-----------------------------------------------------------.
/ REINHARD TONEMAP settings /
'-----------------------------------------------------------*/
#define ReinhardWhitepoint 4.0 //[1.0 to 10.0] Point above which everything is pure white
#define ReinhardScale 0.5 //[0.0 to 2.0] Amount of applied tonemapping
/*-----------------------------------------------------------.
/ COLORMOD settings /
'-----------------------------------------------------------*/
#define ColormodChroma 1 // Saturation
#define ColormodGammaR 1.5 // Gamma for Red color channel
#define ColormodGammaG 1.5 // Gamma for Green color channel
#define ColormodGammaB 1.5 // Gamma for Blue color channel
#define ColormodContrastR 1 // Contrast for Red color channel
#define ColormodContrastG 1 // ...
#define ColormodContrastB 1 // ...
#define ColormodBrightnessR 0 // Brightness for Red color channel
#define ColormodBrightnessG 0 // ...
#define ColormodBrightnessB 0 // ...
/*-----------------------------------------------------------.
/ SPHERICAL TONEMAP settings /
'-----------------------------------------------------------*/
#define sphericalAmount 1.0 //[0.0 to 2.0] Amount of spherical tonemapping applied...sort of
/*-----------------------------------------------------------.
/ COLOR HUE FX settings /
'-----------------------------------------------------------*/
#define USE_COLORSAT 1 //[0 or 1] This will use original color saturation as an added limiter to the strength of the effect
#define hueMid 0.1 //[0.0 to 1.0] Hue (rotation around the color wheel) of the color which you want to keep
#define hueRange 0.1 //[0.0 to 1.0] Range of different hue's around the hueMid that will also kept. Using a max range of 1.0 will allow the reverse of the effect where it will only filter a specific hue to B&W
#define satLimit 2.9 //[0.0 to 4.0] Saturation control, better keep it higher than 0 for strong colors in contrast to the gray stuff around
#define fxcolorMix 0.1 //[0.0 to 1.0] Interpolation between the original and the effect, 0 means full original image, 1 means full grey-color image.
[CommonSettings]
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
// Effects are listed in the order that they are applied.
// Set to 1 for ON or 0 for OFF
#define RFX_UIMask 0 //[0 or 1] A mask that defines which areas of the screen will have no effects applied
#define RFX_Border 0 //[0 or 1] A mask that defines where a border effect is drawn
#define RFX_SplitScreen 0 //[0 or 1] Allows the various comparisons with the original image
#define RFX_DisplayDepth 0 //[0 or 1] Display Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (F12) in-game
#define RFX_LogDepth 0 //[0 or 1] Needed to retrieve values from logarithmic depth buffer (e.g. in GTA V)
// -- Utility --
#define RFX_ToggleKey VK_SCROLL //Set the global key that should toggle the effects On/Off
#define RFX_Start_Enabled 1 //[0 or 1] Start with the effects enabled or disabled?
#define RFX_Screenshot_Format 2 //[1 or 2] Sets the screenshot format (1 = bmp, 2 = png) You can take screenshots by pressing PrintScreen
// -- Performance --
#define RFX_SmartPerfCheck 1 //[0 or 1] If set to 1, checks your settings to set the following two values automatically
#define RFX_InitialStorage 1 //[0 or 1] Set this to 0 if you !only! use the SweetFX suite and want some additional fps (overwrites RFX_SmartPerfCheck if set to 0)
#define RFX_DepthBufferCalc 1 //[0 or 1] Set this to 0 if run an application that does not allow depth buffer access or you use no depth dependent effects and want some additional fps (overwrites RFX_SmartPerfCheck if set to 0)
// -- Statistics --
#define RFX_ShowStatistics 0 //[0 or 1] Controls the display of the statistics (fps and timecounters). 0 = off, 1 = on
#define RFX_ShowFPS 1 //[0 or 1] Include FPS in the statistics
#define RFX_ShowClock 1 //[0 or 1] Include a clock in the statistics
#define RFX_ShowToggleMessage 1 //[0 or 1] Shows toggle message when using toggle key
/*-----------------------------------------------------------.
/ UI Mask Settings /
'-----------------------------------------------------------*/
#define RFX_UIMask_ToggleKey RFX_ToggleKey
#define RFX_UIMask_Helper 1 //[0 or 1] Helps to automatically create a UI - Mask for static elements
#define RFX_UIMask_Direct 1 //[0 or 1] 1: loads the mask from memory; 0: loads the mask from disk
#define RFX_UIMask_Tolerance 5 //[0,1,2,3,4,5] Defines the tolerance level of the algorithm when detecting UI elements
#define RFX_UIMask_HelperKey VK_F12 //When pressed, starts to create a UI - Mask for static elements
#define RFX_UIMaskReset_HelperKey VK_F11 //Resets the automatically created UI - Mask (press again to release)
/*-----------------------------------------------------------.
/ Border Shader Settings /
'-----------------------------------------------------------*/
#define RFX_Border_ToggleKey RFX_ToggleKey //Toggles the border shader
/*-----------------------------------------------------------.
/ Split Screen Shader Settings /
'-----------------------------------------------------------*/
#define RFX_SScomparable 1 //[0 or 1] Splits the screen in the middle and draws the same image twice.
#define RFX_SScomparableStretch 0 //[0 or 1] Shows the full image on each side of the comparable splitscreen
#define RFX_SSslider 0 //[0 or 1] Activates an active transition between original and shader image
#define RFX_SSsliderSpeed 0.01f //[0 to 1] Defines the speed of the transition
#define RFX_SSaxis 0 //[0 or 1] To select the splitscreen axis; 0 => y; 1 => x
#define RFX_SSborderWidth 0.002f //[0 to 1] Width of the border between original and shader image
#define RFX_SS_ToggleKey VK_F12 //Toggles the split screen shader
/*-----------------------------------------------------------.
/ Display Depth /
'-----------------------------------------------------------*/
#define RFX_Depth_z_near 0.01 //[0.00001 to 100000.0] Camera z near
#define RFX_Depth_z_far 100.00 //[0.00001 to 100000.0] Camera z far, must be further than the near value.
#define RFX_DepthToggleKey VK_F12 //Set the key to toggle the depth view On/Off