//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// ReShade effect file
// visit facebook.com/MartyMcModding for news/updates
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// MasterEffect ReBorn 1.1.190 public beta by Marty McFly
// Continuation of MasterEffect 1.6.1
// Copyright © 2008-2015 Marty McFly
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/*==============================================================================*\
|                                GLOBAL PARAMETERS                               |
\*==============================================================================*/
#define MASTEREFFECT_TOGGLEKEY	192	//[depending on keyboard layout] Key used to toggle all MasterEffect effects. See ReShade documentation for more info. 
#define USE_DEPTHBUFFER_OUTPUT	0	//[0 or 1] Depth Buffer Output: Shows you the pixel depth, this is for debugging or depth map creation only.
#define USE_SPLITSCREEN		0	//[0 or 1] Splitscreen: Disables all effects on the right half of the screen to show changes.
#define USE_HDR_LEVEL		0	//[0 to 2] HDR Level: Rendering bitrate. 0: RGBA8 | 1: RGBA16F | 2: RGBA32F
#define USE_HUD_MASKING		0	//[0 or 1] HUD Masking: Uses a texture mask (mcmask.png) to exclude certain screen areas from effects processing.
/*==============================================================================*\
|                                 ENABLE EFFECTS                                 |
\*==============================================================================*/
//COLOR
#define USE_LUT			0	//[0 or 1] Color Lookup Table: Uses a gradient texture to adjust the colors of the image. 
#define USE_CARTOON       	0 	//[0 or 1] Cartoon : "Toon"s the image. 
#define USE_LEVELS        	1 	//[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
#define USE_TECHNICOLOR 	0	//[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from prod80
#define USE_SWFX_TECHNICOLOR   	0 	//[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from SweetFX
#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. No control values.
#define USE_LIFTGAMMAGAIN 	0	//[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.
#define USE_TONEMAP       	0 	//[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping).
#define USE_VIBRANCE      	0 	//[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES        	0 	//[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA         	0 	//[0 or 1] Sepia : Sepia tones the image.
#define USE_SKYRIMTONEMAP	0	//[0 or 1] Skyrim Tonemap: Applies color correction/tonemapping based on tonemappers of popular Skyrim ENB's.
#define USE_COLORMOOD   	0       //[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_FILMICPASS 		1	//[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look.
#define USE_REINHARD  		0	//[0 or 1] Reinhard: This is the Reinhard tonemapping shader, if you are interested, google how it works.
#define USE_REINHARDLINEAR	0	//[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping.
#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!
//LIGHTING
#define USE_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 USE_GAUSSIAN_ANAMFLARE	0	//[0 or 1] Gaussian Anamflare: Applies a horizontal light beam to bright pixels.
#define USE_BLOOM 		0	//[0 or 1] Bloom: Makes bright lights bleed their light into their surroundings. NOT the SweetFX way to do bloom but a more proper way.
#define USE_LENZFLARE 		0	//[0 or 1] Lenz Flare: Boris Vorontsov's Skyrim Lensflare with custom offsets, ported to MasterEffect.
#define USE_CHAPMAN_LENS	0	//[0 or 1] Chapman's lensflare: Simple lensflare shader with one big halo.
#define USE_GODRAYS		0	//[0 or 1] Godrays: Adds some light rays rotating around screen center.
#define USE_ANAMFLARE		0	//[0 or 1] Anamorphic Lensflare: adds some horizontal light flare, simulating the use of an anamorphic lens while recording.
//DEPTH BASED
#define USE_AMBIENTOCCLUSION	0	//[0 or 1] Ambient Occlusion: Enables physically incorrect shading that most newer gen games use. Multiple algorithms available.
#define USE_DEPTHOFFIELD	0	//[0 or 1] Depth of Field: Simulates out of focus blur of a camera. Multiple algorithms available.
//IMAGE ENHANCEMENTS
#define USE_SHARPENING		1	//[0 or 1] Sharpen: Sharps the image but may increase aliasing
#define USE_FISHEYE_CA		0	//[0 or 1] Fisheye lens & Chromatic Abberation: Adds some RGB shift in colors and distorts image to look like the "fisheye" effect.
#define USE_GRAIN		0	//[0 or 1] Grain: Adds some image grain, looks like when a TV has no signal.
#define USE_EXPLOSION     	0 	//[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_SMAA		0	//[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_HEATHAZE 		0	//[0 or 1] Heat Haze: Convection in heated air causes the temperature of the air to vary and causes a shimmery effect that distorts whatever is behind.
//OVERLAYS
#define USE_HD6_VIGNETTE	0	//[0 or 1] HeliosDoubleSix Vignette: Adds some advanced vignette (darkening shader) to lead focus to screen center
#define USE_COLORVIGNETTE	0	//[0 or 1] Boris Vorontsov Vignette: Simple colorable version of vignette, darkens/tints the image at the corners
#define USE_BORDER		1	//[0 or 1] Border: Can be used to create letterbox borders around the image.
#define USE_MOVIEBARS 		0	//[0 or 1] Movie Bars: blackens the image on the top and bottom, simulating a higher aspect ratio. Default set to 21:9 aspect ratio.
/*==============================================================================*\
|                             EFFECT PARAMETERS - COLOR                          |
\*==============================================================================*/
//CARTOON
#define CartoonPower         		4.5     //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope     		1.5     //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.
//LEVELS
#define Levels_black_point 		5    	//[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
//TECHNICOLOR
#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.
//SWEETFX TECHNICOLOR
#define TechniAmount 			0.4    	//[0.00 to 1.00] Amount of color change you want
#define TechniPower  			4.0    	//[0.00 to 8.00] Power of color change
#define redNegativeAmount   		0.88 	//[0.00 to 1.00] controls for different technicolor power on the respective color channels
#define greenNegativeAmount 		0.88   	//[0.00 to 1.00]
#define blueNegativeAmount  		0.88   	//[0.00 to 1.00]
//DPX
#define DPXRed   			8.0  	//[1.0 to 15.0] Amount of DPX applies on Red color channel
#define DPXGreen 			8.0  	//[1.0 to 15.0] ""
#define DPXBlue  			8.0  	//[1.0 to 15.0] ""
#define DPXColorGamma    		2.5  	//[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 			3.0  	//[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define DPXRedC   			0.36 	//[0.60 to 0.20] 
#define DPXGreenC 			0.36 	//[0.60 to 0.20]
#define DPXBlueC  			0.34 	//[0.60 to 0.20]
#define DPXBlend 			0.2  	//[0.00 to 1.00] How strong the effect should be.
//LIFTGAMMAGAIN
#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(1.000, 2.000, 1.000)  //[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
//TONEMAP
#define Gamma       			1.000  	//[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.
#define Exposure    			0.000  	//[-1.000 to 1.000] Adjust exposure
#define Saturation  			0.000  	//[-1.000 to 1.000] Adjust saturation
#define Bleach      			0.000  	//[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog       			0.000  	//[0.000 to 1.000] How much of the color tint to remove
#define FogColor 			float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
//VIBRANCE
#define Vibrance     			1.15  	//[-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
#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 		1.15 	//[-1.00 to 1.00] The amount of contrast you want
// -- Advanced curve settings --
#define Curves_formula     		2 	//[1|2|3|4|5|6|7|8|9|10] 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.
                            
     
    
Hi, when I put everything there, works ok but no border and looks too oversaturated and though I put the MasterEffect.h doesn't work :\
C:\Program Files (x86)\Steam\steamapps\common\Mad Max
Uhhh I made the witcher 3 mod also? But this is not it.
wtf this is witcher 3 mod
Open your mad max folder, then open the mastereffect text file in notepad, search for border, and change the value from 1 to 0
how to remove frame at the top and bottom?
Awesome!! Thank you = )
Crap!! Sorry about that I didn't fully understand how the upload process worked. Uploaded!! Follow instructions ty"!
I really like the look of this! Where's the MasterEffect.h text/file?