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Apr 10th, 2016
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  1. /*===========================================//
  2. // Description //
  3. //===========================================//
  4.  
  5. Game: Grand Theft Auto 5
  6. Author: RainyNguyen
  7. SweetFX/Injector version: v2.0 Preview 8 by CeeJay.dk / ReShade 0.16.0
  8. Description:
  9.  
  10. __________ .__ _______
  11. \______ \_____ |__| ____ ___.__.\ \ ____ __ __ ___.__. ____ ____
  12. | _/\__ \ | |/ < | |/ | \ / ___\| | < | |/ __ \ / \
  13. | | \ / __ \| | | \___ / | \/ /_/ > | /\___ \ ___/| | \
  14. |____|_ /(____ /__|___| / ____\____|__ /\___ /|____/ / ____|\___ >___| /
  15. \/ \/ \/\/ \//_____/ \/ \/ \/
  16.  
  17.  
  18. • For questions or requests visit the forum - http://sfx.thelazy.net/forum/
  19. • Or visit the official SweetFX subreddit - http://www.reddit.com/r/sweetfx
  20.  
  21. //============================================//
  22. // Choose //
  23. // Effects //
  24. //============================================*/
  25.  
  26. // Effects are listed in the order that they are applied.
  27. // Set to 1 for ON or 0 for OFF
  28.  
  29. #define USE_ASCII 0 //[0 or 1] Ascii : Converts the image to Ascii-art.
  30. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.
  31. #define USE_SMAA 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
  32. #define USE_FXAA 1 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique.
  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 : Mimics the look of a cheap camera lens, by distorting the colors.
  35. #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (has a very high performance cost)
  36. #define USE_PIXELART_CRT 0 //[0 or 1] PixelArt CRT : Scanlines for pixel art (high performance cost)
  37. #define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
  38. #define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
  39. #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Sharpens the image.
  40.  
  41. #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.
  42. #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)
  43. #define USE_DPX 1 //[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.
  44. #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
  45. #define USE_COLORMATRIX 0 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix.
  46. #define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.
  47. #define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
  48. #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  49. #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.
  50. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
  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_FILMGRAIN 0 //[0 or 1] Film Grain : Adds film grain to the image.
  53. #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)
  54. #define USE_BORDER 0 //[0 or 1] Border : Can be used to create letterbox borders around the image.
  55. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
  56.  
  57. #define USE_TRANSITION 0 //[0 or 1] Transition : Shows a welcome screen and then transitions to the regularly scheduled programming
  58.  
  59. #define USE_DISPLAY_DEPTH 0 //[0 or 1] Display Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (*) in-game
  60.  
  61. #define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.
  62.  
  63. //===========================================//
  64. // Ascii //
  65. // Settings //
  66. //===========================================//
  67. #define Ascii_input_image 1 //[1 or 2] 1 = Color buffer, 2 = Depth buffer.
  68. #define Ascii_spacing 1 //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best.
  69.  
  70. #define Ascii_font 1 //[1 or 2] 1 = 5x5 font, 2 = 3x5 font
  71. #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.
  72. #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.
  73. #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)
  74.  
  75. #define Ascii_invert_brightness 0 //[0 or 1]
  76. #define Ascii_font_color_mode 1 //[0 to 2] 0 = font_color, 1 = image color, 2 = colorized grayscale
  77.  
  78. //===========================================//
  79. // SMAA Anti Aliasing //
  80. // Settings //
  81. //===========================================//
  82. #define SMAA_THRESHOLD 0.05
  83. #define SMAA_MAX_SEARCH_STEPS 32
  84. #define SMAA_MAX_SEARCH_STEPS_DIAG 16
  85. #define SMAA_CORNER_ROUNDING 25
  86.  
  87. // -- Advanced SMAA settings --
  88. #define SMAA_EDGE_DETECTION 2 //[1|2|3] 1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection
  89. #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.
  90.  
  91.  
  92. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
  93.  
  94. // -- SMAA Predication settings --
  95. #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.
  96. #define SMAA_PREDICATION_THRESHOLD 0.09 // Threshold to be used in the depth buffer.
  97. #define SMAA_PREDICATION_SCALE 1.0 // How much to scale the global threshold used for luma or color edge detection when using predication
  98. #define SMAA_PREDICATION_STRENGTH 20.4 // How much to locally decrease the threshold.
  99.  
  100. // -- Debug SMAA settings --
  101. #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.
  102.  
  103.  
  104. //===========================================//
  105. // FXAA Anti Aliasing //
  106. // Settings //
  107. //===========================================//
  108. #define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality.
  109. #define fxaa_Subpix 0.35 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
  110. #define fxaa_EdgeThreshold 0.01 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. Similar to SMAA_THRESHOLD
  111. #define fxaa_EdgeThresholdMin 0.01 //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.
  112.  
  113.  
  114. //===========================================//
  115. // Explosion //
  116. // Settings //
  117. //===========================================//
  118. #define Explosion_Radius 2.0 //[0.2 to 100.0] Amount of effect you want.
  119.  
  120.  
  121. //===========================================//
  122. // Chromatic Aberration //
  123. // Settings //
  124. //===========================================//
  125. #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.
  126.  
  127.  
  128. //For a slightly blurred look try fractional values (.5) between two pixels.
  129. #define Chromatic_strength 0.1 //Adjust the strength of the effect.
  130.  
  131.  
  132. //===========================================//
  133. // Levels //
  134. // Settings //
  135. //===========================================//
  136. #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
  137. #define Levels_white_point 255 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
  138.  
  139.  
  140.  
  141. //Colors between the two points will stretched, which increases contrast, but details above and below the points are lost.
  142.  
  143. // -- Debug settings --
  144. #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,
  145. // Blue = Some detail is lost in the shadows, Cyan = All detail is lost in the shadows.
  146.  
  147.  
  148. //===========================================//
  149. // Cartoon //
  150. // Settings //
  151. //===========================================//
  152. #define CartoonPower 1.5 //[0.1 to 10.0] Amount of effect you want.
  153. #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.
  154.  
  155.  
  156. //===========================================//
  157. // Advanced CRT //
  158. // Settings //
  159. //===========================================//
  160. #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want
  161. #define CRTResolution 2.0 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
  162. #define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)
  163. #define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
  164. #define CRTBrightness 1.2 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
  165. #define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
  166. #define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
  167. #define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
  168. #define CRTCurvatureRadius 2.0 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
  169. #define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
  170. #define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
  171. #define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
  172. #define CRTAngleY -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
  173. #define CRTOverScan 1.00 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
  174. #define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
  175.  
  176.  
  177. //===========================================//
  178. // Pixel-Art CRT //
  179. // Settings //
  180. //===========================================//
  181. // -- Emulated input resolution --
  182. #define PixelArtCRT_resolution_mode 1 //[1 or 2] 1 = Ratio, 2 = Fixed resolution
  183. #define PixelArtCRT_resolution_ratio (1.0/4.0) //
  184. #define PixelArtCRT_fixed_resolution float2(320.0,160.0)
  185.  
  186. // -- Hardness --
  187. #define PixelArtCRT_hardScan -24.0 // Hardness of scanline : -8.0 = soft, -16.0 = medium
  188. #define PixelArtCRT_hardPix -24.0 // Hardness of pixels in scanline : -2.0 = soft, -4.0 = hard
  189.  
  190. // -- Display warp --
  191. #define PixelArtCRT_warp float2(1.0/64.0,1.0/24.0) // Display warp : 0.0 = none , 1.0/8.0 = extreme
  192.  
  193. // -- Type of shadow mask --
  194. #define PixelArtCRT_ShadowMask 3 // Type of shadow mask : 1 = Very compressed TV style shadow mask, 2 = Aperture-grille
  195.  
  196.  
  197. // 3 = Stretched VGA style shadow mask, 4 = VGA style shadow mask
  198.  
  199. // -- Amount of shadow mask --
  200. #define PixelArtCRT_maskDark 0.5 //
  201. #define PixelArtCRT_maskLight 1.5 //
  202.  
  203. // -- Falloff shape --
  204. #define PixelArtCRT_shape 3.0 // Falloff shape : 1.0 = exp(x), 1.25 = in between, 2.0 = gaussian, 3.0 = more square
  205.  
  206. // -- Amp signal --
  207. #define PixelArtCRT_overdrive 1.25 //
  208.  
  209.  
  210. //===========================================//
  211. // Bloom //
  212. // Settings //
  213. //===========================================//
  214. #define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
  215. #define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom
  216. #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom
  217.  
  218.  
  219. //===========================================//
  220. // HDR //
  221. // Settings //
  222. //===========================================//
  223. #define HDRPower 1.30 //[0.00 to 8.00] Strangely lowering this makes the image brighter
  224. #define radius2 0.87 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
  225.  
  226.  
  227. //===========================================//
  228. // Lumasharpen //
  229. // Settings //
  230. //===========================================//
  231. // -- Sharpening --
  232. #define sharp_strength 2.75 //[0.10 to 3.00] Strength of the sharpening
  233. #define sharp_clamp 0.025 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  234.  
  235. // -- Advanced sharpening settings --
  236. #define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
  237. #define offset_bias 1.3 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
  238.  
  239.  
  240. //I designed the pattern for offset_bias 1.0, but feel free to experiment.
  241.  
  242. // -- Debug sharpening settings --
  243. #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
  244.  
  245.  
  246. //===========================================//
  247. // Technicolor //
  248. // Settings //
  249. //===========================================//
  250. #define TechniAmount 0.40 //[0.00 to 1.00]
  251. #define TechniPower 4.00 //[0.00 to 8.00]
  252. #define redNegativeAmount 0.88 //[0.00 to 1.00]
  253. #define greenNegativeAmount 0.88 //[0.00 to 1.00]
  254. #define blueNegativeAmount 0.88 //[0.00 to 1.00]
  255.  
  256.  
  257. //===========================================//
  258. // Cineon DPX //
  259. // Settings //
  260. //===========================================//
  261. #define Red 9.0 //[1.0 to 15.0]
  262. #define Green 9.0 //[1.0 to 15.0]
  263. #define Blue 9.0 //[1.0 to 15.0]
  264. #define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
  265. #define DPXSaturation 4.4 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
  266. #define RedC 0.23 //[0.60 to 0.20]
  267. #define GreenC 0.23 //[0.60 to 0.20]
  268. #define BlueC 0.23 //[0.60 to 0.20]
  269. #define Blend 0.16 //[0.00 to 1.00] How strong the effect should be.
  270.  
  271.  
  272. //===========================================//
  273. // Monochrome //
  274. // Settings //
  275. //===========================================//
  276. #define Monochrome_conversion_values float3(0.21, 0.72, 0.07) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
  277. #define Monochrome_color_saturation 0.00 //[0.00 to 2.00] Percentage of saturation to keep. Default is 0.00 , values above 1.00 boost saturation above normal.
  278.  
  279.  
  280. //===========================================//
  281. // Color-Matrix //
  282. // Settings //
  283. //===========================================//
  284. // Red Green Blue
  285. #define ColorMatrix_Red float3(0.817, 0.183, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new red value should contain
  286. #define ColorMatrix_Green float3(0.333, 0.667, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new green value should contain
  287. #define ColorMatrix_Blue float3(0.000, 0.125, 0.875) //[0.00 to 1.00] How much of Red, Green and Blue the new blue value should contain
  288.  
  289.  
  290. //Should sum to 1.000 if you don't wish to change the brightness
  291.  
  292. #define ColorMatrix_strength 1.0 //Adjust the strength
  293.  
  294.  
  295. //===========================================//
  296. // Lift Gamma Gain //
  297. // Settings //
  298. //===========================================//
  299. #define RGB_Lift float3(1.000, 1.000, 0.988) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
  300. #define RGB_Gamma float3(1.000, 1.000, 1.055) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
  301. #define RGB_Gain float3(1.000, 1.000, 1.015) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
  302.  
  303.  
  304.  
  305. //Note that a value of 1.000 is a neutral setting that leave the color unchanged.
  306.  
  307. //===========================================//
  308. // Tonemap //
  309. // Settings //
  310. //===========================================//
  311. #define Gamma 1.23 //[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.
  312. #define Exposure 0.000 //[-1.000 to 1.000] Adjust exposure
  313. #define Saturation 0.000 //[-1.000 to 1.000] Adjust saturation
  314. #define Bleach 0.000 //[0.000 to 1.000] Brightens the shadows and fades the colors
  315. #define Defog 0.100 //[0.000 to 1.000] How much of the color tint to remove
  316. #define FogColor float3(0.102, 0.02, 0.01) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
  317.  
  318.  
  319. //===========================================//
  320. // Vibrance //
  321. // Settings //
  322. //===========================================//
  323. #define Vibrance 0.2 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  324. #define Vibrance_RGB_balance float3(0.3, 0.4, -0.6) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00]
  325.  
  326.  
  327. // A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over other
  328.  
  329.  
  330. //===========================================//
  331. // Curves //
  332. // Settings //
  333. //===========================================//
  334. #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)
  335. #define Curves_contrast 0.35 //[-1.00 to 1.00] The amount of contrast you want
  336.  
  337. // -- Advanced curve settings --
  338. #define Curves_formula 2 //[1|2|3|4|5|6|7|8|9|10|11] The contrast s-curve you want to use.
  339.  
  340.  
  341. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
  342.  
  343.  
  344. //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles. 11 = Polynomial split.
  345.  
  346.  
  347. //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower.
  348.  
  349.  
  350. //I prefer 2 myself, but 3 is a nice alternative with a little more effect and it's the fastest formula.
  351.  
  352.  
  353. //===========================================//
  354. // Sepia //
  355. // Settings //
  356. //===========================================//
  357. #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
  358. #define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image before tinting it
  359. #define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image
  360.  
  361.  
  362. //===========================================//
  363. // Daltonize //
  364. // Settings //
  365. //===========================================//
  366. #define Daltonize_type 1 //[1|2|3] Type of colorblindness. 1 = Protanopia (missing red spectrum), 2 = Deuteranopia (missing green spectrum)
  367.  
  368.  
  369. // 3 = Tritanopia (missing blue spectrum)
  370.  
  371.  
  372. //===========================================//
  373. // Film Grain //
  374. // Settings //
  375. //===========================================//
  376. #define FilmGrain_intensity 0.65 //[0.00 to 1.00] How visible the grain is. Higher is more visible.
  377. #define FilmGrain_variance 0.45 //[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother.
  378. #define FilmGrain_SNR 4 //[0 to 16] Higher Signal-to-Noise Ratio values give less grain to brighter pixels. 0 disables this feature.
  379.  
  380. // -- Advanced Film Grain settings --
  381. #define FilmGrain_mean 0.50 //[0.00 to 1.00] The average mean of the gaussian noise. Probably best kept at the middle value (0.50)
  382.  
  383.  
  384.  
  385. //A sideeffect of the Film Grain effect is that it also dithers the screen.
  386.  
  387.  
  388. //You don't need both the Film Grain and the Dither effect enabled at the same time.
  389.  
  390. //===========================================//
  391. // Vignette //
  392. // Settings //
  393. //===========================================//
  394. #define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style
  395. #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.
  396. #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
  397. #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
  398. #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)
  399. #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.
  400.  
  401.  
  402. //===========================================//
  403. // Dither //
  404. // Settings //
  405. //===========================================//
  406. #define dither_method 1 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
  407.  
  408.  
  409.  
  410. //Note that the patterns used by Dither, makes an image harder to compress.
  411.  
  412.  
  413. //This can make your screenshots and video recordings take up more space.
  414.  
  415.  
  416. //===========================================//
  417. // Border //
  418. // Settings //
  419. //===========================================//
  420. #define border_width float2(0,0) //[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
  421. #define border_ratio float(3.0 / 4.0) //[0.1000 to 10.0000] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right.
  422.  
  423.  
  424. //Examples that work: (1680.0 / 1050.0), (16.0 / 10.0), (1.6) Examples that does NOT work right: (1680 / 1050), (16 / 10)
  425. #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.
  426.  
  427.  
  428. //===========================================//
  429. // Splitscreen //
  430. // Settings //
  431. //===========================================//
  432. #define splitscreen_mode 1 //[1|2|3] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split,
  433.  
  434.  
  435. //[4|5|6] 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split
  436.  
  437. //===========================================//
  438. // Transition //
  439. // Settings //
  440. //===========================================//
  441. #define Transition_time 5000 //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second)
  442. #define Transition_texture "curtain.jpg" //["filename"] Filename for the texture to use. Put your custom textures in SweetFX/Textures/
  443. #define Transition_texture_width 720 //Image width.
  444. #define Transition_texture_height 480 //Image height.
  445. #define Transition_type CurtainOpen //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"
  446.  
  447.  
  448. //===========================================//
  449. // Display //
  450. // Depth //
  451. //===========================================//
  452. #define Depth_z_near 0.08 //[0.00001 to 100000.0] Camera z near
  453. #define Depth_z_far 100.00 //[0.00001 to 100000.0] Camera z far, must be further than the near value.
  454.  
  455. //===========================================//
  456. // Custom //
  457. // Settings //
  458. //===========================================//
  459. #define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect
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