'-----------------------------------------------------------*/=0
#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)=0
#define Green 9.0 // [1.0 to 15.0]=0
#define Red 9.0 // [1.0 to 15.0]=0
#define BloomPower 1.446 // [0.0000 to 8.0000] Strength of the bloom=0
#define USE_SMAA_ANTIALIASING 1 // [0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.=0
#define USE_LIFTGAMMAGAIN 0 // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)=0
#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)=0
#define USE_LUMASHARPEN 0 // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.=0
#define Bleach 0.0 // [0.00 to 1.00] Brightens the shadows and fades the colors=0
#define GreyPower 0.0 // [0.0 to 1.0] How much desaturate the image before tinting it=0
#define USE_BLOOM 0 // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)=0
#define blueNegativeAmount 0.9 // [0.0 to 1.0]=0
#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.=0
#define USE_HDR 0 // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)=0
KeyLumaSharpen=0,0,0,0
#define USE_TONEMAP 0 // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)=0
#define TechniPower 4.0 // [0.0 to 8.0]=0
#define Gamma 1.0 // [0.00 to 2.00] Adjust midtones=0
#define USE_VIBRANCE 0 // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.=0
#define HDRPower 1.00 // [0.0 to 8.0] Strangely lowering this makes the image brighter=0
#define RedC 0.33 // [0.6 to 0.2]=0
#define USE_CURVES 0 // [0 or 1] Curves : Contrast adjustments using S-curves.=0
#define USE_SEPIA 0 // [0 or 1] Sepia : Sepia tones the image.=0
#define BloomThreshold 20.25 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.=0
#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.=0
#define USE_SPLITSCREEN 0 // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.=0
#define SMAA_THRESHOLD 0.10 // [0.05 to 0.20] Edge detection threshold=0
#define RGB_Gain float3(1.005, 1.000, 1.060) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue=0
#define SMAA_MAX_SEARCH_STEPS 98 // [0 to 98] Determines the radius SMAA will search for aliased edges=0
#define BloomWidth 0.0142 // [0.0000 to 1.0000] Width of the bloom=0
#define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges=0
#define VignetteCenter float2(0.500, 0.500) // [0.00 to 1.00] Center of effect.=0
#define SMAA_CORNER_ROUNDING 100 // [0 to 100] Determines the percent of antialiasing to apply to corners.=0
#define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)=0
#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.=0
#define sharp_strength 0.85 // [0.10 to 3.00] Strength of the sharpening=0
KeySMAA=0,0,0,0
#define sharp_clamp 0.035 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035=0
#define TechniAmount 0.46 // [0.0 to 1.0]=0
#define pattern 2 // [1|2|3|4] Choose a sample pattern. 1=Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define greenNegativeAmount 0.83 // [0.0 to 1.0]=0
#define Blend 0.23 // [0.0 to 0.1] How strong the effect should be.=0
#define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.=0
#define Exposure 0.0 // [-1.00 to 1.00] Adjust exposure=0
#define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)=0
#define radius2 0.85 // [0.0 to 8.0] Raising this seems to make the effect stronger and also brighter=0
#define redNegativeAmount 0.74 // [0.0 to 1.0]=0
#define VignetteSlope 6 // [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)=0
#define Blue 9.0 // [1.0 to 15.0]=0
#define ColorGamma 1.2 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.=0
#define DPXSaturation 2.0 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.=0
#define GreenC 0.36 // [0.6 to 0.2]=0
#define BlueC 0.35 // [0.6 to 0.2]=0
#define RGB_Lift float3(0.971, 1.000, 1.010) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue=0
#define RGB_Gamma float3(0.971, 1.000, 1.010) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue=0
#define Saturation 0.20 // [-1.00 to 1.00] Adjust saturation=0
#define Defog 0.0 // [0.00 to 1.00] How much of the color tint to remove=0
#define FogColor float3(0.0, 0.0, 0.0) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue=0
#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
#define Vibrance 0.25 // [-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.=0
#define Curves_contrast 0.53 // [-1.0 to 1.0] The amount of contrast you want=0
#define Curves_formula 2 // [1|2|3|4|5|6|7] The constrast s-curve you want to use.=0
#define ColorTone float3(1.0, 1.0, 1.0) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image=0
#define SepiaPower 0.58 // [0.0 to 1.0] How much to tint the image=0
#define VignetteRadius 1.00 // [-1.00 to 3.00] lower values=stronger radial effect from center
#define VignetteAmount -0.40 // [-2.00 to 1.00] Strength of black. -2.00=Max Black, 1.00 = Max White.
KeyAdaptiveSharpen=0,0,0,0
KeyClarity=0,0,0,0
KeyFXAA=0,0,0,0
KeyLevels=0,0,0,0
KeyLiftGammaGain=0,0,0,0
KeyTonemap=0,0,0,0
KeyVibrance=0,0,0,0
Techniques=AdaptiveSharpen,Levels,SMAA,Vibrance
TechniqueSorting=AdaptiveSharpen,Clarity,FXAA,Levels,LiftGammaGain,LumaSharpen,SMAA,Tonemap,Vibrance
[SMAA.fx]
EdgeDetectionType=1.000000
EdgeDetectionThreshold=0.100000
MaxSearchSteps=98.000000
MaxSearchStepsDiagonal=16.000000
CornerRounding=0.000000
DebugOutput=0.000000
[AdaptiveSharpen.fx]
curve_height=0.800000
L_compr_low=0.169000
D_compr_low=0.253000
curveslope=0.400000
L_overshoot=0.003000
D_overshoot=0.009000
scale_cs=0.056000
L_compr_high=0.337000
D_compr_high=0.504000
scale_lim=0.100000
pm_p=0.750000
[Levels.fx]
BlackPoint=16.000000
WhitePoint=235.000000
HighlightClipping=0.000000
[Vibrance.fx]
Vibrance=0.060000
VibranceRGBBalance=1.000000,1.000000,1.000000