/*
* SweetFX -> CeeJay.dk (1.0.0.916)
* ReShade -> Crosire (Preview 8)
*
* Les modification du fichier prennent effets directement après l'enregistrement du fichier
* (pas besoin de redémarrer le jeu ni SweetFX)
*/
/*-------------------.
/ EFFETS À ACTIVER /
'-------------------*/
// Les effets sont listés dans l'ordre d'application ( 0 = Désactiver, 1 = Activer )
#define USE_ASCII 0 // [0 ou 1] Convertit l'image en ASCII-Art.
#define USE_CARTOON 0 // [0 ou 1] Donne un aspect cartoon à l'image.
#define USE_SMAA 0 // [0 ou 1] Lisse les contours à l'aide de la technique SMAA.
#define USE_FXAA 0 // [0 ou 1] Lisse les contours à l'aide de la technique FXAA.
#define USE_EXPLOSION 0 // [0 ou 1] Disperse les pixels, rendant l'image floue.
#define USE_CA 0 // [0 ou 1] Simule l'aspect d'une caméra de mauvaise qualité, en déformant les couleurs.
#define USE_ADVANCED_CRT 0 // [0 ou 1] Simule un ancien écran CRT. (Gourmand pour le CPU).
#define USE_PIXELART_CRT 0 // [0 ou 1] Numérisations pour pixel art (Gourmand pour le CPU).
#define USE_BLOOM 0 // [0 ou 1] Les lumières vives rayonnent (Gourmand pour le CPU).
#define USE_HDR 0 // [0 ou 1] Simule un rendu HDR (Gourmand pour le CPU)
#define USE_LUMASHARPEN 1 // [0 ou 1] Améliore le rendu de détails des textures.
#define USE_LEVELS 0 // [0 ou 1] Définit les niveaux du blanc et du noir. Cela augmente le contraste mais provoque l'écrêtage. Utilisez 'CURVES' à la place si vous voulez éviter cela.
#define USE_TECHNICOLOR 0 // [0 ou 1] Simule l'apparence d'un ancien film Technicolor.
#define USE_DPX 0 // [0 ou 1] Simule l'apparence d'un film en couleur DXP Cinéon.
#define USE_MONOCHROME 0 // [0 ou 1] Converti l'image en monochrome.
#define USE_COLORMATRIX 0 // [0 ou 1] Permet la modification de couleur à l'aide d'une matrice de couleurs.
#define USE_LIFTGAMMAGAIN 0 // [0 ou 1] Régle la luminosité et la couleur des ombres, des tons moyens et des reflets.
#define USE_TONEMAP 0 // [0 ou 1] Ajuste le gamma, l'exposition, la saturation (peut provoquer un écrêtage).
#define USE_VIBRANCE 0 // [0 ou 1] Sature intelligemment (ou désaturalise si vous utilisez des valeurs négatives) les pixels selon leur saturation d'origine.
#define USE_CURVES 0 // [0 ou 1] Réglage du contraste à l'aide des courbes en S.
#define USE_SEPIA 0 // [0 ou 1] Converti l'image en sépia.
#define USE_VIGNETTE 0 // [0 ou 1] Assombri les bords de l'image pour créer un effet de lentille de caméra. Peut provoquer des artefacts de bandes.
#define USE_FILMGRAIN 0 // [0 ou 1] Ajoute du grain de film à l'image.
#define USE_DITHER 0 // [0 ou 1] Applique le tramage pour simuler plus de couleurs que votre moniteur peut afficher. Cela réduit les artefacts de bandes (principalement causés par Vignette)
#define USE_BORDER 0 // [0 ou 1] Crée des bordures autour de l'image.
#define USE_SPLITSCREEN 0 // [0 ou 1] Active le mode de comparaison avec ou sans SweetFX.
#define USE_TRANSITION 0 // [0 ou 1] Affiche un écran de bienvenue, puis fait une transition vers le jeu.
#define USE_DISPLAY_DEPTH 0 // [0 ou 1] Affiche le buffer-Z (activer par son raccourci clavier)
#define USE_CUSTOM 0 // [0 ou 1] Pour les shaders personnels ajouté dans le fichier "custom.h".
// ##################################################################################
// LES REGLAGES SUIVANTS NE SERONT UTILISÉS QUE SI LE SHADER CORRESPONDANT EST ACTIVÉ
// ##################################################################################
/* ASCII */
#define Ascii_input_image 1 // [1 ou 2] 1 = Color buffer , 2 = Depth buffer.
#define Ascii_spacing 1 // [0 à 9] Determines the spacing between characters. I feel 1 à 3 looks best.
#define Ascii_font 2 // [1 ou 2] 1 = 5x5 font , 2 = 3x5 font
#define Ascii_font_color float3(255, 255, 255) // [0 à 255] What color the font should be. In integer RGB colors.
#define Ascii_background_color float3(0, 0, 0) // [0 à 255] What color the background should be. In integer RGB colors.
#define Ascii_swap_colors 0 // Swaps the font and background color
#define Ascii_invert_brightness 0 // [0 ou 1] Invert brightness
#define Ascii_font_color_mode 1 // [0 à 2] 0 = font_color , 1 = image color , 2 = colorized grayscale
/* CARTOON */
#define CartoonPower 1.5 // [0.1 à 10.0] Amount of effect you want.
#define CartoonEdgeSlope 1.5 // [0.1 à 8.0] Raise this à filter out fainter edges. You might need à increase the power à compensate. Whole numbers are faster.
/* SMAA ANTI-ALIASING */
#define SMAA_THRESHOLD 0.08 // [0.05 à 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 45 // [0 à 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 8 // [0 à 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 0 // [0 à 100] Determines the percent of antialiasing à apply à corners. 0 seems à affect fine text the least so it's the default.
#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 ou 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs à be 1 - If not, leave it at 0.
// Enable this only if you use a Geforce 7xxx series ou older card, ou a Radeon X1xxx series ou older card.
#define SMAA_PREDICATION 0 // [0 ou 1] Enables predication which uses BOTH the color and the depth texture for edge detection à more accurately detect edges.
#define SMAA_PREDICATION_THRESHOLD 0.001 // Threshold à be used in the depth buffer.
#define SMAA_PREDICATION_SCALE 2.0 // How much à scale the global threshold used for luma ou color edge detection when using predication
#define SMAA_PREDICATION_STRENGTH 0.4 // How much à locally decrease the threshold.
#define SMAA_DEBUG_OUTPUT 0 // [0 à 4] 0 = Normal, 1 = edgesTex, 2 = blendTex, 3 = areaTex, 4 = searchTex - Only for troubleshooting. Users don't need à mess with this.
/* FXAA ANTI-ALIASING */
#define FXAA_QUALITY__PRESET 9 // [1 à 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix 0.200 // [0.000 à 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold 0.250 // [0.000 à 1.000] Edge detection threshold. The minimum amount of local contrast required à apply algorithm. Similar à SMAA_THRESHOLD
#define fxaa_EdgeThresholdMin 0.060 // [0.000 à 1.000] Darkness threshold. Pixels darker than this are not processed in order à increase performance.
/* EXPLOSION */
#define Explosion_Radius 1.25 // [0.2 à 100.0] Amount of effect you want.
/* CHROMATIC ABERRATION */
#define Chromatic_shift float2(2.5,-0.5) // [-100.0 à 100.0, -100.00 à 100.0] Distance (X,Y) in pixels à shift the color components.
// For a slightly blurred look try fractional values (.5) between two pixels.
#define Chromatic_strength 1.0 // Adjust the strength of the effect.
/* ADVANCED CRT */
#define CRTAmount 0.40 // [0.00 à 1.00] Amount of CRT effect you want
#define CRTResolution 1.2 // [1.0 à 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma 2.2 // [0.0 à 4.0] Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma 2.2 // [0.0 à 4.0] Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness 1.0 // [1.0 à 3.0] Used à boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0 // [2.0 à 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian 1 // [0 ou 1] Use the "new nongaussian scanlines bloom effect". Default is on
#define CRTCurvature 0 // [[0 ou 1] "Barrel effect" enabled (1) ou off (0)
#define CRTCurvatureRadius 1.5 // [0.0 à 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.001 // [0.0000 à 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance 2.00 // [0.00 à 4.00] Simulated distance from viewer à monitor. Default is 2.00
#define CRTAngleX 0.00 // [-0.20 à 0.20] Tilt angle in radians (X coordinates)
#define CRTAngleY -0.15 // [-0.20 à 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.01 // [1.00 à 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample 0 // [0 ou 1] Enable 3x oversampling of the beam profile (warning : performance hit)
/* PIXEL ART CRT */
#define PixelArtCRT_resolution_mode 1 // [1 ou 2] 1 = Ratio, 2 = Fixed resolution
#define PixelArtCRT_resolution_ratio (1.0/3.0)
#define PixelArtCRT_fixed_resolution float2(320.0,160.0)
#define PixelArtCRT_hardScan -4.0 // Hardness of scanline : -8.0 = soft, -16.0 = medium
#define PixelArtCRT_hardPix -2.0 // Hardness of pixels in scanline : -2.0 = soft, -4.0 = hard
#define PixelArtCRT_warp float2(1.0/8.0,1.0/16.0) // Display warp : 0.0 = none , 1.0/8.0 = extreme
#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
#define PixelArtCRT_maskDark 2.0
#define PixelArtCRT_maskLight 2.0
#define PixelArtCRT_shape 1.0 // Falloff shape : 1.0 = exp(x), 1.25 = in between, 2.0 = gaussian, 3.0 = more square
#define PixelArtCRT_overdrive 1.0
/* BLOOM */
#define BloomThreshold 24.00 // [0.00 à 50.00] Moins la valeur est grande plus la lumière sera lumineuse (25.00 par défaut)
#define BloomPower 5.000 // [0.000 à 8.000] Strength of the bloom
#define BloomWidth 0.2500 // [0.0000 à 1.0000] Width of the bloom
/* HDR (Simulation of HDR Only) */
#define HDRPower 1.20 // [0.00 à 8.00] Strangely lowering this makes the image brighter
#define radius2 1.00 // [0.00 à 8.00] Raising this seems à make the effect stronger and also brighter
/* LUMASHARPEN */
#define sharp_strength 1.50 // [0.10 à 3.00] Strength of the sharpening
#define sharp_clamp 0.050 // [0.000 à 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
#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 // [0.0 à 6.0] Offset bias adjusts the radius of the sampling pattern.
// I designed the pattern for offset_bias 1.0, but feel free à experiment.
#define show_sharpen 0 // [0 ou 1] Visualize the strength of the sharpen (multiplied by 4 à see it better)
/* LEVELS */
#define Levels_black_point 5 // [0 à 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 250 // [0 à 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).
#define Levels_highlight_clipping 0 // [0 ou 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 */
#define TechniAmount 0.40 // [0.00 à 1.00]
#define TechniPower 4.00 // [0.00 à 8.00]
#define redNegativeAmount 0.88 // [0.00 à 1.00]
#define greenNegativeAmount 0.88 // [0.00 à 1.00]
#define blueNegativeAmount 0.88 // [0.00 à 1.00]
/* CINEON DPX */
#define Red 15.0 // [1.0 à 15.0]
#define Green 15.0 // [1.0 à 15.0]
#define Blue 15.0 // [1.0 à 15.0]
#define ColorGamma 2.0 // [0.1 à 2.5] Adjusts the colorfulness of the effect in a manner similar à Vibrance. 1.0 is neutral.
#define DPXSaturation 1.20 // [0.0 à 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.36 // [0.60 à 0.20]
#define GreenC 0.36 // [0.60 à 0.20]
#define BlueC 0.36 // [0.60 à 0.20]
#define Blend 0.07 // [0.00 à 1.00] How strong the effect should be.
/* MONOCHROME */
#define Monochrome_conversion_values float3(0.18, 0.41, 0.41) // [0.00 à 1.00] Percentage of RGB à include (should sum up à 1.00)
#define Monochrome_color_saturation 0.00 // [0.00 à 2.00] Percentage of saturation à keep. Default is 0.00 , values above 1.00 boost saturation above normal.
/* COLOR MATRIX */
#define ColorMatrix_Red float3(0.817, 0.183, 0.000) // [0.00 à 1.00] How much of Red, Green and Blue the new red value should contain - Should sum à 1.000 if you don't wish à change the brightness
#define ColorMatrix_Green float3(0.333, 0.667, 0.000) // [0.00 à 1.00] How much of Red, Green and Blue the new green value should contain - Should sum à 1.000 if you don't wish à change the brightness
#define ColorMatrix_Blue float3(0.000, 0.125, 0.875) // [0.00 à 1.00] How much of Red, Green and Blue the new blue value should contain - Should sum à 1.000 if you don't wish à change the brightness
#define ColorMatrix_strength 1.0 // Adjust the strength
/* LIFT GAMMA GAIN */
#define RGB_Lift float3(1.000, 1.000, 1.000) // [0.000 à 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(1.100, 1.100, 1.100) // [0.000 à 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.000, 1.000, 1.000) // [0.000 à 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 */
#define Gamma 1.000 // [0.000 à 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 à 1.000] Adjust exposure
#define Saturation 0.000 // [-1.000 à 1.000] Adjust saturation
#define Bleach 0.400 // [0.000 à 1.000] Brightens the shadows and fades the colors
#define Defog 0.000 // [0.000 à 1.000] How much of the color tint à remove
#define FogColor float3(0.00, 0.00, 2.55) // [0.00 à 2.55, 0.00 à 2.55, 0.00 à 2.55] What color à remove - default is blue
/* VIBRANCE */
#define Vibrance -0.01 // [-1.00 à 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 à 10.00,-10.00 à 10.00,-10.00 à 10.00] A per channel multiplier à the Vibrance strength so you can give more boost à certain colors over others
/* CURVES */
#define Curves_mode 2 // [0|1|2] Choose what à apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.20 // [-1.00 à 1.00] The amount of contrast you want
#define Curves_formula 2 // [1|2|3|4|5|6|7|8|9|10|11] The contrast s-curve you want à 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 à Sine, but runs slower. In fact I think the difference might only be due à rounding errors.
/* SEPIA */
#define ColorTone float3(1.40, 1.10, 0.90) // [0.00 à 2.55, 0.00 à 2.55, 0.00 à 2.55] What color à tint the image
#define GreyPower 0.11 // [0.00 à 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.58 // [0.00 à 1.00] How much à tint the image
/* VIGNETTE */
#define VignetteType 3 // [1|2|3] 1 = Original, 2 = New, 3 = TV style
#define VignetteRatio 1.00 // [0.15 à 6.00] Sets a width à 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 à 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00 // [-2.00 à 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8 // [2 à 16] How far away from the center the change should start à really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500) // [0.000 à 1.000, 0.000 à 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.
/* FILM GRAIN */
#define FilmGrain_intensity 1.00 // [0.00 à 1.00] How visible the grain is. Higher is more visible.
#define FilmGrain_variance 1.00 // [0.00 à 1.00] Controls the variance of the gaussian noise. Lower values look smoother.
#define FilmGrain_SNR 8 // [0 à 16] Higher Signal-to-Noise Ratio values give less grain à brighter pixels. 0 disables this feature.
#define FilmGrain_mean 0.50 // [0.00 à 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.
/* DITHER */
#define dither_method 1 // [1 ou 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 à compress.
// This can make your screenshots and video recordings take up more space.
/* BORDER */
#define border_width float2(1,80) // [0 à 2048, 0 à 2048] (X,Y)-width of the border. Measured in pixels. If this is set à 0,0 then the border_ratio will be used instead
#define border_ratio float(2.35 / 1.0) // [0.1000 à 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 à 255, 0 à 255, 0 à 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 */
#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
/* TRANSITION */
#define Transition_time 2000 // [1 à 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second)
#define Transition_texture "1.jpg" // ["filename"] Filename for the texture à use. Put your custom textures in SweetFX/Textures/
#define Transition_texture_width 1920 // Image width
#define Transition_texture_height 1080 // Image height
#define Transition_type ImageFadeOut // Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" ou "ImageFadeOut"
/* DISPLAY DEPTH */
#define Depth_z_near 50.0 // [0.00001 à 100000.0] Camera z near
#define Depth_z_far 80000.0 // [0.00001 à 100000.0] Camera z far, must be further than the near value.
/* CUSTOM */
#define custom_strength 1.0 // [0.00 à 1.00] Adjust the strength of the effect