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  1. /*-----------------------------------------------------------.
  2. / Description /
  3. '------------------------------------------------------------/
  4.  
  5. SweetFX Version : Sekta's Custom 1.5.1 (http://ge.tt/2ieB9qg1?c)
  6. Injector : Boulotaur2024 Injector
  7. Extras : Chromatic Aberration V1 + V2, Postsharpen, Gaussian Blur, Film Grain, Color Blind Correction , Fixed Value Ranges for RadeonPro, The Elder Scrolls Online Compatibility
  8.  
  9.  
  10. Game :
  11. Author :
  12. Preset :
  13. Description :
  14.  
  15. If you made a good settings preset please share it with your friends, on forums and websites,
  16. and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/
  17.  
  18. Hope you enjoy my mod.
  19. - CeeJay.dk
  20.  
  21. Official SweetFX Links : http://forums.guru3d.com/forumdisplay.php?f=13
  22.  
  23. /*-----------------------------------------------------------.
  24. / Choose effects /
  25. '-----------------------------------------------------------*/
  26.  
  27. // Set to 1 for ON or 0 for OFF
  28. #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
  29. #define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique.
  30. #define USE_GAUSSIAN 0 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking.
  31. #define USE_FILMGRAIN 0 //[0 or 1] Filmgrain effect.
  32.  
  33. #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
  34. #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.
  35. #define USE_CA2 0 //[0 or 1] Chromatic Aberration : Color Shift new method.
  36. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen).
  37. #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.
  38. #define USE_BLOOM 1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost).
  39. #define USE_HDR 1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost).
  40. #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.
  41. #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
  42. #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.
  43. #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).
  44. #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
  45. #define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping).
  46. #define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog (may cause clipping).
  47. #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  48. #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.
  49. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
  50. #define USE_POSTSHARPEN 0 //[0 or 1] Post Sharpen : Luma Sharpen at the end of the chain.
  51. #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.
  52. #define USE_DITHER 0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette).
  53. #define USE_COLORBLIND 0 //[0 or 1] Color Blind: Enable Color Blind Correction using LMS Daltonization Algorithm.
  54. #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.
  55. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
  56.  
  57. #define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.hlsl, and then enable it here.
  58.  
  59.  
  60. /*-----------------------------------------------------------.
  61. / SMAA Anti-aliasing settings /
  62. '-----------------------------------------------------------*/
  63.  
  64. #define SMAA_THRESHOLD 1.00 //[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.
  65. #define SMAA_MAX_SEARCH_STEPS 0 //[0 to 98] Determines the radius SMAA will search for aliased edges
  66. #define SMAA_MAX_SEARCH_STEPS_DIAG 0 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
  67. #define SMAA_CORNER_ROUNDING 0 //[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.
  68.  
  69. // -- Advanced SMAA settings --
  70. #define COLOR_EDGE_DETECTION 0 //[0 or 1] Enables color edge detection (slower but slightly more acurate) or luma edge detection (faster)
  71. #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.
  72. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
  73.  
  74.  
  75. /*-----------------------------------------------------------.
  76. / FXAA Anti-aliasing settings /
  77. '-----------------------------------------------------------*/
  78. #define FXAA_QUALITY__PRESET 39 //[1 to 39] Choose the quality preset. 39 is the highest quality.
  79. #define fxaa_Subpix 0.400 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
  80. #define fxaa_EdgeThreshold 0.250 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
  81. #define fxaa_EdgeThresholdMin 0.060 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
  82.  
  83.  
  84. /*-----------------------------------------------------------.
  85. / Gaussian Blur settings /
  86. '-----------------------------------------------------------*/
  87. #define GaussEffect 2 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
  88. #define GaussQuality 1 //[0|1|2|3] Warning: 2 and 3 are expensive. Default is 1
  89. #define GaussSigma 0 //[0 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
  90. #define GaussBloomWarmth 0 //[0|1|2|3] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy, 3 = Sekta -faster hazy/foggy with more softness and contrast (DX9 Only)
  91. #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.
  92. #define GaussExposure 43.0 //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
  93. #define GaussStrength 0.16 //[0.00 to 1.00] Amount of effect blended into the final image
  94.  
  95.  
  96. /*-----------------------------------------------------------.
  97. / Film grain settings /
  98. '-----------------------------------------------------------*/
  99. #define FilmGrainIntensity 0.40 //[0.00 to 1.00] Intensity of grain. Default is 0.46
  100. #define FilmGrainExposure 30 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise)
  101. #define FilmGrainSize 6 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise)
  102.  
  103.  
  104. /*-----------------------------------------------------------.
  105. / Explosion settings /
  106. '-----------------------------------------------------------*/
  107. #define Explosion_Radius 1.0 //[0.2 to 100.0] Amount of effect you want.
  108.  
  109.  
  110. /*-----------------------------------------------------------.
  111. / Chromatic Aberration settings /
  112. '-----------------------------------------------------------*/
  113. #define outfocus 0.016 //[0.00 to 1.000] How strong the effect should be.
  114.  
  115.  
  116. /*-----------------------------------------------------------.
  117. / Chromatic Aberration 2 settings /
  118. '-----------------------------------------------------------*/
  119. #define chromatic_strength 0.125 //[0.000 to 1.000] How strong the effect should be.
  120.  
  121.  
  122. /*-----------------------------------------------------------.
  123. / Cartoon settings /
  124. '-----------------------------------------------------------*/
  125. #define CartoonPower 4.0 //[0.1 to 10.0] Amount of effect you want.
  126. #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.
  127.  
  128.  
  129. /*----------------------------------------------------------.
  130. / Advanced CRT settings /
  131. '----------------------------------------------------------*/
  132. #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want
  133.  
  134. #define CRTResolution 1.0 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
  135. #define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)
  136. #define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
  137. #define CRTBrightness 1.2 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
  138. #define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
  139. #define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
  140.  
  141. #define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
  142. #define CRTCurvatureRadius 2.0 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
  143. #define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
  144. #define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
  145. #define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
  146. #define CRTAngleY -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
  147. #define CRTOverScan 1.00 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
  148. #define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
  149.  
  150.  
  151. /*-----------------------------------------------------------.
  152. / Bloom settings /
  153. '-----------------------------------------------------------*/
  154. #define BloomThreshold 30.00 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
  155. #define BloomPower 1.150 //[0.000 to 8.000] Strength of the bloom
  156. #define BloomWidth 0.0150 //[0.0000 to 1.0000] Width of the bloom
  157.  
  158.  
  159. /*-----------------------------------------------------------.
  160. / HDR settings /
  161. '-----------------------------------------------------------*/
  162. #define HDRPower 1.15 //[0.00 to 8.00] Strangely lowering this makes the image brighter
  163. #define radius2 0.95 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
  164.  
  165.  
  166. /*-----------------------------------------------------------.
  167. / Cineon DPX settings /
  168. '-----------------------------------------------------------*/
  169. #define Red 8.0 //[1.0 to 15.0] Some kind of filter? Higher numbers made that color less affected.
  170. #define Green 9.0 //[1.0 to 15.0] Some kind of filter? Higher numbers made that color less affected.
  171. #define Blue 13.0 //[1.0 to 15.0] Some kind of filter? Higher numbers made that color less affected.
  172.  
  173. #define ColorGamma 2.0 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. Lower saturates.
  174. #define DPXSaturation 2.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. Below 1 seems to desaturate.
  175.  
  176. #define RedC 0.43 //[0.20 to 0.60] Lower Numbers seem to be brighter. Higher seem to be darker.
  177. #define GreenC 0.44 //[0.20 to 0.60] Lower Numbers seem to be brighter. Higher seem to be darker.
  178. #define BlueC 0.42 //[0.20 to 0.60] Lower Numbers seem to be brighter. Higher seem to be darker.
  179.  
  180. #define Blend 0.20 //[0.00 to 1.00] How strong the effect should be. Higher is stronger.
  181.  
  182.  
  183. /*-----------------------------------------------------------.
  184. / LumaSharpen settings /
  185. '-----------------------------------------------------------*/
  186. // -- Sharpening --
  187. #define sharp_strength 1.55 //[0.10 to 3.00] Strength of the sharpening
  188. #define sharp_clamp 0.250 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  189.  
  190. // -- Advanced sharpening settings --
  191. #define pattern 2 //[1|2|3|4|8|9] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped, 8 = Normal + more texture passes, 9 = Pyramid with more taps
  192. #define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. Lower makes finer details less affected.
  193. //I designed the pattern for offset_bias 1.0, but feel free to experiment.
  194.  
  195. // -- Debug sharpening settings --
  196. #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
  197.  
  198.  
  199. /*----------------------------------------------------------.
  200. / Levels settings /
  201. '----------------------------------------------------------*/
  202. #define Levels_black_point 6 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
  203. #define Levels_white_point 250 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
  204. //Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).
  205.  
  206.  
  207. /*-----------------------------------------------------------.
  208. / TECHNICOLOR settings /
  209. '-----------------------------------------------------------*/
  210. #define TechniAmount 0.40 //[0.00 to 1.00] Higher numbers wash out and desaturate.
  211. #define TechniPower 4.00 //[0.00 to 8.00] Lower is stronger. Affects highlights like Bleach and Exposure.
  212. #define redNegativeAmount 0.98 //[0.00 to 1.00]
  213. #define greenNegativeAmount 0.88 //[0.00 to 1.00]
  214. #define blueNegativeAmount 0.90 //[0.00 to 1.00]
  215.  
  216.  
  217. /*-----------------------------------------------------------.
  218. / Monochrome settings /
  219. '-----------------------------------------------------------*/
  220. #define Monochrome_conversion_values float3(0.18,0.41,0.41) //[-1.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
  221.  
  222.  
  223. /*-----------------------------------------------------------.
  224. / Lift Gamma Gain settings /
  225. '-----------------------------------------------------------*/
  226. #define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
  227. #define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
  228. #define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
  229.  
  230.  
  231. /*-----------------------------------------------------------.
  232. / Tonemap settings /
  233. '-----------------------------------------------------------*/
  234. #define Gamma 1.000 //[0.000 to 2.000] Adjust midtones. Same as Lift Gamma Gain but reversed. Higher is darker.
  235. #define Exposure 0.000 //[-1.000 to 1.000] Adjust exposure.
  236. #define Saturation 0.000 //[-1.000 to 1.000] Adjust saturation.
  237. #define Bleach 0.000 //[-1.000 to 1.000] Brightens the highlights and fades the colors. Similar to Exposure.
  238. #define Defog 0.000 //[-1.000 to 1.000] How much of the color tint to remove.
  239. #define FogColor float3(0.00, 0.00, 2.55) //[-2.55 to 2.55, -2.55 to 2.55, -2.55 to 2.55] What color to remove. RGB.
  240.  
  241.  
  242. /*-----------------------------------------------------------.
  243. / Vibrance settings /
  244. '-----------------------------------------------------------*/
  245. #define Vibrance 0.40 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. Hardly affects already vibrant colors.
  246.  
  247. // -- Advanced vibrance settings --
  248. #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]
  249. // A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.
  250.  
  251.  
  252. /*-----------------------------------------------------------.
  253. / Curves settings /
  254. '-----------------------------------------------------------*/
  255. #define Curves_mode 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
  256. #define Curves_contrast 0.25 //[-1.00 to 1.00] The amount of contrast you want
  257.  
  258. // -- Advanced curves settings --
  259. #define Curves_formula 7 //[1|2|3|4|5|6|7|8|9|10|11|12|14] The contrast s-curve you want to use.
  260. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
  261. //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles, 11 = Cubic Catmull, 12 = Cubic Bezier Spline, 14 = Exp formula alternative
  262. //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.
  263. //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.
  264.  
  265.  
  266. /*-----------------------------------------------------------.
  267. / Sepia settings /
  268. '-----------------------------------------------------------*/
  269. #define ColorTone float3(1.00, 0.85, 0.40) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
  270. #define GreyPower 0.10 //[0.00 to 1.00] How much desaturate the image before tinting it
  271. #define SepiaPower 0.20 //[0.00 to 1.00] How much to tint the image
  272.  
  273.  
  274. /*-----------------------------------------------------------.
  275. / Color Blind Correction settings /
  276. '-----------------------------------------------------------*/
  277. #define COLORBLIND_MODE 2 //[1, 2 or 3] 1 = Protanope, 2 = Deuteranope, 3 = Tritanope
  278.  
  279.  
  280. /*-----------------------------------------------------------.
  281. / Post Sharpen settings /
  282. '-----------------------------------------------------------*/
  283. // -- Sharpening --
  284. #define psharp_strength 0.75 //[0.10 to 3.00] Strength of the sharpening
  285. #define psharp_clamp 0.030 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  286.  
  287. // -- Advanced sharpening settings --
  288. #define ppattern 2 //[1|2|3|4|8|9] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped, 8 = Normal + more texture passes, 9 = Pyramid with more taps
  289. #define poffset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. Lower makes finer details less affected.
  290. //I designed the pattern for offset_bias 1.0, but feel free to experiment.
  291.  
  292. // -- Debug sharpening settings --
  293. #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
  294.  
  295.  
  296. /*-----------------------------------------------------------.
  297. / Vignette settings /
  298. '-----------------------------------------------------------*/
  299. #define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style
  300. #define VignetteRatio 1.78 //[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. 1.78 (16/9).
  301. #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
  302. #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
  303. #define VignetteSlope 8 //[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)
  304. #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.
  305.  
  306.  
  307. /*-----------------------------------------------------------.
  308. / Dither settings /
  309. '-----------------------------------------------------------*/
  310. #define dither_method 1 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
  311. //Note that the patterns used by Dither, makes an image harder to compress.
  312. //This can make your screenshots and video recordings take up more space.
  313.  
  314.  
  315. /*-----------------------------------------------------------.
  316. / Border settings /
  317. '-----------------------------------------------------------*/
  318. #define border_width float2(1,100) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
  319. #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.
  320.  
  321.  
  322. /*-----------------------------------------------------------.
  323. / Splitscreen settings /
  324. '-----------------------------------------------------------*/
  325. #define splitscreen_mode 1 //[1|2|3|4|5|6]
  326. //1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split,
  327. //4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split
  328.  
  329.  
  330. /*-----------------------------------------------------------.
  331. / Custom settings /
  332. '-----------------------------------------------------------*/
  333. #define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect
  334.  
  335.  
  336. /*-----------------------------------------------------------.
  337. / Key settings /
  338. '-----------------------------------------------------------*/
  339. // This is the section where you can define your own key mapping
  340. // See the following URL to find out what keycode a key has:
  341. // http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes
  342.  
  343. // key_toggle_sweetfx = 145 ; 145 = Scroll Lock
  344. // key_screenshot = 44 ; 44 = Print Screen
  345. // key_reload_sweetfx = 19 ; 19 = Pause/Break
  346.  
  347.  
  348. /*-----------------------------------------------------------.
  349. / Misc settings /
  350. '-----------------------------------------------------------*/
  351. // You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
  352. // If the external wrapper is already named d3d9.dll, rename it into
  353. // something else like "d3d9_enb.dll" (note that even if this is commented it actually works)
  354.  
  355. // external_d3d9_wrapper = none
  356. // external_dxgi_wrapper = none
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