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  1. //>Global Parameters<\\
  2. #define DOF_METHOD 1 //[1:4] //-1: Ring DOF(Petka/martinsh) 2: Magic DOF 3: GP65CJ042 DOF 4: Matso DOF
  3. #define DOF_FOCUSPOINT float2(0.5,0.5) //[0.0:1.0] //-Screen coordinates of focus point. First value is horizontal, second value is vertical position. 0 is left/upper, 1 is right/lower.
  4. #define DOF_NEARBLURCURVE 0.82 //[0.4:10.0] //-Power of blur of closer-than-focus areas.
  5. #define DOF_FARBLURCURVE 0.38 //[0.4:10.0] //-Elementary, my dear Watson: Blur power of areas behind focus plane.
  6. #define DOF_BLURRADIUS 14.3 //[5.0:50.0] //-Blur radius approximately in pixels. Radius, not diameter.
  7. #define DOF_MANUALFOCUS 1 //[0:1] //-Enables manual focus.
  8. #define DOF_MANUALFOCUSDEPTH 0.026 //[0.000:1.000] //-Manual focus depth. 0.0 means camera is focus plane, 1.0 means sky is focus plane.
  9. #define DOF_VIGNETTE 200 //[0:1000] //-Significance of near DoF at edges
  10. #define DoF_ToggleKey RFX_ToggleKey //[undef] //-
  11.  
  12. //>MATSO DOF Settings<\\
  13. #define bMatsoDOFChromaEnable 1 //[0:1] //-Enables Chromatic Abberation.
  14. #define bMatsoDOFBokehEnable 1 //[0:1] //-Enables Bokeh weighting do define bright light spots and increase bokeh shape definiton.
  15. #define fMatsoDOFChromaPow 1.4 //[0.2:3.0] //-Amount of chromatic abberation color shifting.
  16. #define fMatsoDOFBokehCurve 3.0 //[0.5:20.0] //-Bokeh curve.
  17. #define fMatsoDOFBokehLight 03.212 //[0.000:2.000] //-Bokeh brightening factor.
  18. #define iMatsoDOFBokehQuality 2 //[1:10] //-Blur quality as control value over tap count.
  19. #define fMatsoDOFBokehAngle 0 //[0:360] //-Rotation angle of bokeh shape.
  20.  
  21. //>Ring DOF Settings<\\
  22. #define iRingDOFSamples 6 //[5:30] //-Samples on the first ring. The other rings around have more samples
  23. #define iRingDOFRings 7 //[1:8] //-Ring count
  24. #define fRingDOFThreshold 1.74 //[0.8:3.0] //-Threshold for bokeh brightening. Above this value, everything gets much much brighter. 1.0 is maximum value for LDR games like GTASA, higher values work only on HDR games like Skyrim etc.
  25. #define fRingDOFGain 0.1 //[0.1:2.0] //-Amount of brightening for pixels brighter than threshold.
  26. #define fRingDOFBias 0.11 //[0.0:2.0] //-bokeh bias.
  27. #define fRingDOFFringe 0.13 //[0.0:1.0] //-Amount of chromatic abberation
  28.  
  29. //>Magic DOF Settings<\\
  30. #define iMagicDOFBlurQuality 2 //[1:30] //-Blur quality as control value over tap count. Quality 15 produces 721 taps, impossible with other DOF shaders by far, most they can do is about 150.
  31. #define fMagicDOFColorCurve 3.0 //[1.0:10.0] //-DOF weighting curve.
  32.  
  33. //>GP65CJ042 DOF Settings<\\
  34. #define iGPDOFQuality 6 //[0:7] //-0 = only slight gaussian farblur but no bokeh. 1-7 bokeh blur, higher means better quality of blur but less fps.
  35. #define bGPDOFPolygonalBokeh 1 //[0:1] //-Enables polygonal bokeh shape, e.g. POLYGON_NUM 5 means pentagonal bokeh shape. Setting this value to 0 results in circular bokeh shape.
  36. #define iGPDOFPolygonCount 5 //[3:9] //-Controls the amount pf polygons for polygonal bokeh shape. 3 = triangular, 4 = square, 5 = pentagonal etc.
  37. #define fGPDOFBias 0.0 //[0.0:20.0] //-Shifts bokeh weighting to bokeh shape edge. Set to 0 for even bright bokeh shapes, raise it for darker bokeh shapes in center and brighter on edge.
  38. #define fGPDOFBiasCurve 0.0 //[0.0:3.0] //-Power of Bokeh Bias. Raise for more defined bokeh outlining on bokeh shape edge.
  39. #define fGPDOFBrightnessThreshold 1.8 //[0.6:2.0] //-Threshold for bokeh brightening. Above this value, everything gets much much brighter. 1.0 is maximum value for LDR games like GTASA, higher values work only on HDR games like Skyrim etc.
  40. #define fGPDOFBrightnessMultiplier 2.0 //[0.0:2.0] //-Amount of brightening for pixels brighter than fGPDOFBrightnessThreshold.
  41. #define fGPDOFChromaAmount 0.0 //[0.0:0.4] //-Amount of color shifting applied on blurred areas.
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