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Re: Sweet FX e ArmA 2

Inviato: lun feb 04, 2013 3:08 pm
da ramius86
Visto così i colori mi sembrano ancora leggermentr troppo vivaci, aspetto il parere di crasso  :D

Re: Sweet FX e ArmA 2

Inviato: lun ago 26, 2013 10:09 am
da Crasso
Per chi volesse ho ricreato più o meno il setting di arma2 su arma3.
Dovete usare l'ultima versione di SweetFX Link Download V1.4

SFX OFF
Immagine

SFX ON
Immagine

Codice: Seleziona tutto

   /*-----------------------------------------------------------.   
  /                       Description                           /
  '------------------------------------------------------------/

Game: ArmA3
SweetFX version: 1.4
Author: Crasso


  /*-----------------------------------------------------------.   
  /                      Choose effects                         /
  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING  1            // [0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.
#define USE_LUMASHARPEN        1            // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BLOOM              0            // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR                0            // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_TECHNICOLOR        1            // [0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#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_LIFTGAMMAGAIN      0            // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP            1            // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE           1            // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES             1            // [0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA              1            // [0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE           1            // [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.
#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)
#define USE_SPLITSCREEN        0            // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


   /*-----------------------------------------------------------.   
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD 0.10           // (0.08-0.20) Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 25      // [0-98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 8  // [0-16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 40      // [0-100] Determines the percent of antialiasing to apply to corners.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1        // 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0  // Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.


   /*-----------------------------------------------------------.   
  /                       LumaSharpen settings                  /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.55 // (0.2-2.0)Strength of the sharpening
#define sharp_clamp 0.035  // [0.0-1.0]Limits maximum amount of sharpening a pixel recieves

// -- Advanced sharpening settings --
#define pattern 4          // Choose a sample pattern [ 1, 2, 3 or 4 ] - I suggest 2
#define offset_bias 1.0    // [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling pattern.
                           // I designed the pattern for offset_bias 1.0, but feel free to experiment.
                           
// -- Debug settings --
#define show_sharpen 0     // Visualize the strength of the sharpen (multiplied by 4 to see it better)


   /*-----------------------------------------------------------.   
  /                       Bloom settings                        /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.25
#define BloomPower 1.446
#define BloomWidth 0.0142

   /*-----------------------------------------------------------.   
  /                        HDR settings                         /
  '-----------------------------------------------------------*/
#define HDRPower 1.20  //Strangely lowering this makes the image brighter
#define radius2 0.85   // Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.   
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount 0.11
#define TechniPower 3.5
#define redNegativeAmount 0.88
#define greenNegativeAmount 0.88
#define blueNegativeAmount 0.88


   /*-----------------------------------------------------------.
  /                      Cineon DPX settings                    /
  '-----------------------------------------------------------*/
#define Red                    8.0          // [1.0 to 15.0] 
#define Green                  8.0          // [1.0 to 15.0] 
#define Blue                   8.0          // [1.0 to 15.0] 

#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.
#define DPXSaturation          3.0          // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC                   0.36         // [0.6 to 0.2] 
#define GreenC                 0.36         // [0.6 to 0.2] 
#define BlueC                  0.34         // [0.6 to 0.2] 

#define Blend                  0.2          // [0.0 to 0.1] How strong the effect should be.


   /*-----------------------------------------------------------.
  /                      Lift Gamma Gain settings               /
  '-----------------------------------------------------------*/
#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, 1.000, 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 settings                     /
  '-----------------------------------------------------------*/
#define Gamma 1.0
#define Exposure -0.30
#define Saturation -0.30
#define Bleach 0.10
#define Defog 0.00
#define FogColor float4(0, 0, 0, 0)


   /*-----------------------------------------------------------.   
  /                       Vibrance settings                     /
  '-----------------------------------------------------------*/
#define Vibrance 0.10  //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation


   /*-----------------------------------------------------------.
  /                        Curves settings                      /
  '-----------------------------------------------------------*/
#define Curves_contrast        0.30         // [-1.0 to 1.0] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula         3            // [1|2|3|4|5|6|7] The constrast s-curve you want to use. 


   /*-----------------------------------------------------------.   
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90)
#define SepiaPower 0.08
#define GreyPower 0.08


   /*-----------------------------------------------------------.   
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteRadius 1.10  // lower values = stronger radial effect from center
#define VignetteAmount -1.00  // Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8      // How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.


   /*-----------------------------------------------------------.
  /                        Dither settings                      /
  '-----------------------------------------------------------*/
#define dither_method 1  //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)

//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


   /*-----------------------------------------------------------.
  /                        Border settings                      /
  '-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.


   /*-----------------------------------------------------------.
  /                     Splitscreen settings                    /
  '-----------------------------------------------------------*/
#define splitscreen_mode 1  //[1|2|3|4|5]  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
Variante con filtro sepia un pò più potente

Immagine

Codice: Seleziona tutto

   /*-----------------------------------------------------------.   
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma 1.0
#define Exposure -0.3
#define Saturation -0.45
#define Bleach 0.10
#define Defog 0.00
#define FogColor float4(0, 0, 0, 0)


   /*-----------------------------------------------------------.   
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90)
#define SepiaPower 0.18
#define GreyPower 0.11


Re: Sweet FX e ArmA 2

Inviato: lun ott 07, 2013 4:01 pm
da ramius86
é uscita la versione 1.5 di sweetfx, hai fatto più modifiche ai parametri da allora?

Re: Sweet FX e ArmA 2

Inviato: lun ott 07, 2013 11:53 pm
da Crasso
Negativo, ma non dovrebbe ripercuotersi sulle impostazioni

Re: Sweet FX e ArmA 2

Inviato: gio ott 10, 2013 9:52 pm
da Muttley
Partendo da quelle di Crasso uso queste impostazioni, sembra dare l'effetto occhiali da sole!

Codice: Seleziona tutto

   /*-----------------------------------------------------------.   
  /                       Description                           /
  '------------------------------------------------------------/

Game: ArmA3
SweetFX version: 1.4
Author: Crasso


  /*-----------------------------------------------------------.   
  /                      Choose effects                         /
  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING  0            // [0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.
#define USE_LUMASHARPEN        1            // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BLOOM              0            // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR                0            // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_TECHNICOLOR        1            // [0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#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_LIFTGAMMAGAIN      0            // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP            1            // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE           1            // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES             1            // [0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA              1            // [0 or 1] Sepia : Sepia tones the image.
#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.
#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)
#define USE_SPLITSCREEN        0            // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


   /*-----------------------------------------------------------.   
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD 0.10           // (0.08-0.20) Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 25      // [0-98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 8  // [0-16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 40      // [0-100] Determines the percent of antialiasing to apply to corners.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1        // 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0  // Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.


   /*-----------------------------------------------------------.   
  /                       LumaSharpen settings                  /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.55 // (0.2-2.0)Strength of the sharpening
#define sharp_clamp 0.035  // [0.0-1.0]Limits maximum amount of sharpening a pixel recieves

// -- Advanced sharpening settings --
#define pattern 4          // Choose a sample pattern [ 1, 2, 3 or 4 ] - I suggest 2
#define offset_bias 1.0    // [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling pattern.
                           // I designed the pattern for offset_bias 1.0, but feel free to experiment.
                           
// -- Debug settings --
#define show_sharpen 0     // Visualize the strength of the sharpen (multiplied by 4 to see it better)


   /*-----------------------------------------------------------.   
  /                       Bloom settings                        /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.25
#define BloomPower 1.446
#define BloomWidth 0.0142

   /*-----------------------------------------------------------.   
  /                        HDR settings                         /
  '-----------------------------------------------------------*/
#define HDRPower 1.20  //Strangely lowering this makes the image brighter
#define radius2 0.85   // Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.   
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount 0.03
#define TechniPower 3.5
#define redNegativeAmount 0.99
#define greenNegativeAmount 0.99
#define blueNegativeAmount 0.99


   /*-----------------------------------------------------------.
  /                      Cineon DPX settings                    /
  '-----------------------------------------------------------*/
#define Red                    8.0          // [1.0 to 15.0] 
#define Green                  8.0          // [1.0 to 15.0] 
#define Blue                   8.0          // [1.0 to 15.0] 

#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.
#define DPXSaturation          3.0          // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC                   0.36         // [0.6 to 0.2] 
#define GreenC                 0.36         // [0.6 to 0.2] 
#define BlueC                  0.34         // [0.6 to 0.2] 

#define Blend                  0.2          // [0.0 to 0.1] How strong the effect should be.


   /*-----------------------------------------------------------.
  /                      Lift Gamma Gain settings               /
  '-----------------------------------------------------------*/
#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, 1.000, 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 settings                     /
  '-----------------------------------------------------------*/
#define Gamma 1.0
#define Exposure -0.30
#define Saturation -0.30
#define Bleach 0.10
#define Defog 0.00
#define FogColor float4(0, 0, 0, 0)


   /*-----------------------------------------------------------.   
  /                       Vibrance settings                     /
  '-----------------------------------------------------------*/
#define Vibrance 0.10  //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation


   /*-----------------------------------------------------------.
  /                        Curves settings                      /
  '-----------------------------------------------------------*/
#define Curves_contrast        0.30         // [-1.0 to 1.0] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula         3            // [1|2|3|4|5|6|7] The constrast s-curve you want to use. 


   /*-----------------------------------------------------------.   
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90)
#define SepiaPower 0.03
#define GreyPower 0.03


   /*-----------------------------------------------------------.   
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteRadius 1.10  // lower values = stronger radial effect from center
#define VignetteAmount -1.00  // Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8      // How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.


   /*-----------------------------------------------------------.
  /                        Dither settings                      /
  '-----------------------------------------------------------*/
#define dither_method 1  //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)

//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


   /*-----------------------------------------------------------.
  /                        Border settings                      /
  '-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.


   /*-----------------------------------------------------------.
  /                     Splitscreen settings                    /
  '-----------------------------------------------------------*/
#define splitscreen_mode 1  //[1|2|3|4|5]  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

Re: Sweet FX e ArmA 2

Inviato: mer nov 20, 2013 12:50 pm
da ramius86
E' uscito sweetfx 1.5.1 compatibile con win 8.1
Cra riesci mica a dargli un occhio e vedere se la tua configurazione ti sembra funzionare ugualmente ( la 1.5.1 ha più config )

Re: Sweet FX e ArmA 2

Inviato: lun nov 25, 2013 2:55 am
da Crasso
Sostanzialmente, ram, se le config precedenti rimangono le stesse non dovrebbe dar problemi.
Lascio le mie impostazioni attuali...aggiungero una foto in futuro.

Codice: Seleziona tutto

  /*-----------------------------------------------------------.   
  /                      Choose effects                         /
  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
#define USE_CARTOON           0 //[0 or 1] Cartoon : "Toon"s the image.(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_TVLEVELS          1 //[0 or 1] TVLevels : Adjusts the brightness/darkness of the scene with a straight line instead of a curve.
#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
#define USE_BLOOM             1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR               0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN       1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_GAUSSIAN          1 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
#define USE_FILMGRAIN         0 //[0 or 1] Filmgrain effect
#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)
#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.
#define USE_LIFTGAMMAGAIN     0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP           0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE          1 //[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_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.
#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)
#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.
#define USE_SPLITSCREEN       0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD 0.08           //[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.
#define SMAA_MAX_SEARCH_STEPS 98      //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16  //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#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.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1        //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#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.
                                      //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.


   /*-----------------------------------------------------------.
  /                  FXAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 39      //[1 to 39] Choose the quality preset. 39 is the highest quality.
#define fxaa_Subpix 0.500            //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.020     //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.060  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.


   /*-----------------------------------------------------------.
  /                  Cartoon settings                           /
  '-----------------------------------------------------------*/
#define CartoonPower 1.0             //[0.1 to 10.0] Amount of effect you want.


   /*-----------------------------------------------------------.
  /                      TVLevels settings                      /
  '-----------------------------------------------------------*/
  
#define DARK_LEVEL 4.5				//[0 to 255] Darkness strength. Higher values mean darker shadows, 0 means no change. Default is 16.0
#define BRIGHT_LEVEL 30.0			//[0 to 255] Brightness strength. Higher values mean brighter lights, 0 means no change. Default is 20.0


   /*-----------------------------------------------------------.
  /                  Advanced CRT settings                     /
  '----------------------------------------------------------*/
#define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want

#define CRTResolutionX       512     //[1 to 2048]     Original input width of the game (ie. 320)
#define CRTResolutionY       304     //[1 to 2048]     Original input height of the game (ie. 240)
#define CRTgamma             2.4     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.4)
#define CRTmonitorgamma      2.2     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness        0.9     //[1.0 to 3.0]    Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0     //[2.0 to 4.0]    Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian  1       //[0 or 1]        Use the "new nongaussian scanlines bloom effect". Default is on

#define CRTCurvature         1       //[[0 or 1]          "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius   1.5     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize        0.0100  //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance          2.00    //[0.00 to 4.00]     Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX            0.00    //[-0.20 to 0.20]    Tilt angle in radians (X coordinates)
#define CRTAngleY            -0.15   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan          1.01    //[1.00 to 1.10]     Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample        0       //[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)


   /*-----------------------------------------------------------.
  /                  Bloom settings                             /
  '-----------------------------------------------------------*/
#define BloomThreshold 40.00 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 6.000     //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.90    //[0.0000 to 1.0000] Width of the bloom


   /*-----------------------------------------------------------.
  /                  HDR settings                               /
  '-----------------------------------------------------------*/
#define HDRPower 0.00  //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2  1.5  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.
  /                  LumaSharpen settings                       /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 3   //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.075  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern 2        //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.3  //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                         //I designed the pattern for offset_bias 1.0, but feel free to experiment.
                           
// -- Debug sharpening settings --
#define show_sharpen 0   //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)


   /*-----------------------------------------------------------.
  /                  Gaussian Blur settings                     /
  '-----------------------------------------------------------*/
#define GaussEffect 0        //[0|1|2|3]        0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQua\-lity 3       //[0|1|2|3]        Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma 1        //[1 to 4]         The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth 2   //[0|1|2]          "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
#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.
#define GaussExposure 43.0   //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength 0.2  //[0.00 to 1.00]   Amount of effect blended into the final image


   /*-----------------------------------------------------------.
  /                  Film grain settings                        /
  '-----------------------------------------------------------*/
#define FilmGrainIntensity 0.64  //[0.00 to 1.00] Intensity of grain. Default is 0.46
#define FilmGrainExposure 40     //[0 to 100]     Grain Exposure. Default is 40 (Lower -> darker noise)
#define FilmGrainSize 7          //[0 to 10]      Size of the grain. Default is 2 (Higher -> thinner noise)


   /*-----------------------------------------------------------.
  /                  TECHNICOLOR settings                       /
  '-----------------------------------------------------------*/
#define TechniAmount 0.4         //[0.00 to 1.00]
#define TechniPower  4.0         //[0.00 to 8.00]
#define redNegativeAmount   0.88 //[0.00 to 1.00]
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount  0.88 //[0.00 to 1.00]


   /*-----------------------------------------------------------.
  /                  Cineon DPX settings                        /
  '-----------------------------------------------------------*/
#define Red   1.0  //[1.0 to 15.0]
#define Green 1.0  //[1.0 to 15.0]
#define Blue  1.0  //[1.0 to 15.0]

#define ColorGamma    1.5  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 1.5  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC   0.33  //[0.60 to 0.20]
#define GreenC 0.36  //[0.60 to 0.20]
#define BlueC  0.35  //[0.60 to 0.20]

#define Blend 0.15    //[0.00 to 1.00] How strong the effect should be


   /*-----------------------------------------------------------.
  /                  Monochrome settings                        /
  '-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)


   /*-----------------------------------------------------------.
  /                  Lift Gamma Gain settings                   /
  '-----------------------------------------------------------*/
#define RGB_Lift  float3(1.0, 1.0, 1.0)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.0, 1.0, 1.0)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(1.0, 1.0, 1.0)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


   /*-----------------------------------------------------------.
  /                  Tonemap settings                           /
  '-----------------------------------------------------------*/
#define Gamma 0.95                      //[0.000 to 2.000] Adjust midtones
#define Exposure -0.5                     //[-1.000 to 1.000] Adjust exposure
#define Saturation 0.000                   //[-1.000 to 1.000] Adjust saturation
#define Bleach 0.00                       //[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0                       //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(2.00, 2.00, 2.00) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue



   /*-----------------------------------------------------------.
  /                  Vibrance settings                          /
  '-----------------------------------------------------------*/
#define Vibrance -.075 //[-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 settings                            /
  '-----------------------------------------------------------*/
#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)
#define Curves_contrast 0.60 //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula 3     //[1|2|3|4|5|6|7|8|9] 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.
                             //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.
                             //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.


   /*-----------------------------------------------------------.
  /                  Sepia settings                             /
  '-----------------------------------------------------------*/
#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
#define GreyPower  0.01                    //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.19                    //[0.00 to 1.00] How much to tint the image


   /*-----------------------------------------------------------.
  /                  Vignette settings                          /
  '-----------------------------------------------------------*/
#define VignetteRatio 30.00    //[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.
#define VignetteRadius 12.68   //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -2.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 28       //[1 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)
#define VignetteCenter float2(0.500, 0.500)  //[0.000 to 1.000, 0.000 to 1.000] Center of effect.


   /*-----------------------------------------------------------.
  /                  Dither settings                            /
  '-----------------------------------------------------------*/
#define dither_method 1  //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)

//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


   /*-----------------------------------------------------------.
  /                  Border settings                            /
  '-----------------------------------------------------------*/
#define border_width float2(0,129) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
#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.

   /*-----------------------------------------------------------.
  /                  Splitscreen settings                       /
  '-----------------------------------------------------------*/
#define splitscreen_mode 1  //[1|2|3|4|5]  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


   /*-----------------------------------------------------------.
  /                  Key settings                               /
  '-----------------------------------------------------------*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
// http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes

// key_toggle_sweetfx = 145
// key_screenshot     = 35
// key_reload_sweetfx = 


   /*-----------------------------------------------------------.
  /                  Misc settings                              /
  '-----------------------------------------------------------*/
// You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
// If the external wrapper is already named d3d9.dll, rename it into
// something else like "d3d9_enb.dll" (note that even if this is commented it actually works)

// external_d3d9_wrapper = none
// external_dxgi_wrapper = none