/*-----------------------------------------------------------.   
  /                       Description                           /
  '------------------------------------------------------------/
Game: Beast Boxing Turbo
SweetFX: v1.5.1
Creator: CeeJay.dk
Injector: Mr. Haandi
Preset: Omnipotus
Please share your presets and submit them to the SweetFX Settings Database : 
http://sfx.thelazy.net/games/
Also, join the Steam Group "SweetFX Junkies" for info, links, discussion and more! :
http://steamcommunity.com/groups/SweetFX/ 
   
   /*-----------------------------------------------------------.
  /                      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_EXPLOSION          0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CA                 0 //[0 or 1] Chromatic Aberration : Mimics the look of a cheap camera lens, by distorting the colors.
#define USE_CARTOON            0 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_ADVANCED_CRT       0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very high performance cost)
#define USE_SWEETCRT           0 //[0 or 1] SweetCRT : Creates scanlines
#define USE_BLOOM              1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR                1 //[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 : Sharpens the image.
#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.
#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_COLORMATRIX        0 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix.
#define USE_LIFTGAMMAGAIN      0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights
#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              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             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_BORDER             0 //[0 or 1] Border : Can be used to create letterbox borders around the image.
#define USE_SPLITSCREEN        0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
#define USE_CUSTOM             0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.
   /*-----------------------------------------------------------.
  /                  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         10  //[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     9      //[1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix              0.000  //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold       0.166  //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. Similar to SMAA_THRESHOLD
#define fxaa_EdgeThresholdMin    0.000  //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.
   /*-----------------------------------------------------------.
  /                     Explosion settings                      /
  '-----------------------------------------------------------*/
#define Explosion_Radius     5.5         //[0.2 to 100.0] Amount of effect you want.
   /*-----------------------------------------------------------.
  /                 Chromatic Aberration settings               /
  '-----------------------------------------------------------*/
#define Chromatic_shift float2(-0.5,1.0)  //[-100.0 to 100.0, -100.00 to 100.0] Distance (X,Y) in pixels to shift the color components.
                                          //For a slightly blurred look try fractional values (.5) between two pixels.
#define Chromatic_strength   0.65         //Adjust the strength of the effect.
   /*-----------------------------------------------------------.
  /                      Cartoon settings                       /
  '-----------------------------------------------------------*/
#define CartoonPower         1.5     //[0.1 to 10.0] Amount of effect you want.
#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.
   /*----------------------------------------------------------.
  /                    Advanced CRT settings                   /
  '----------------------------------------------------------*/
#define CRTAmount             1.00    //[0.00 to 1.00]  Amount of CRT effect you want
#define CRTResolution         2.0     //[1.0 to 8.0]    Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma              2.2     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma       2.4     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness         1.2     //[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    2.0     //[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           1.00    //[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)
   /*-----------------------------------------------------------.
  /                     SweetCRT settings                       /
  '-----------------------------------------------------------*/
//#define scanline_strength  0.75    //[0.00 to 1.0]
   /*-----------------------------------------------------------.
  /                  Bloom settings                             /
  '-----------------------------------------------------------*/
#define BloomThreshold    22.75    //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower         1.360   //[0.000 to 8.000] Strength of the bloom
#define BloomWidth         0.0120  //[0.0000 to 1.0000] Width of the bloom
   /*-----------------------------------------------------------.
  /                  HDR settings                               /
  '-----------------------------------------------------------*/
#define HDRPower      1.08    //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2       0.81    //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
   /*-----------------------------------------------------------.
  /                  LumaSharpen settings                       /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength  0.59    //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp     0.030   //[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     1.0     //[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)
   /*----------------------------------------------------------.
  /                       Levels settings                      /
  '----------------------------------------------------------*/
#define Levels_black_point   -3    //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
#define Levels_white_point   255   //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).
   /*-----------------------------------------------------------.
  /                  TECHNICOLOR settings                       /
  '-----------------------------------------------------------*/
#define TechniAmount         0.40   //[0.00 to 1.00]
#define TechniPower          4.00   //[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            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  //[0.60 to 0.20]
#define GreenC         0.36  //[0.60 to 0.20]
#define BlueC          0.34  //[0.60 to 0.20]
#define Blend          0.2   //[0.00 to 1.00] How strong the effect should be.
 
   /*-----------------------------------------------------------.
  /                  Monochrome settings                        /
  '-----------------------------------------------------------*/
#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)
#define Monochrome_color_saturation      0.0                  //[0.00 to 2.00] Percentage of saturation to keep. Default is 0.00 , values above 1.00 boost saturation above normal.
   /*-----------------------------------------------------------.
  /                      Color Matrix settings                  /
  '-----------------------------------------------------------*/
                              //  Red   Green   Blue  
#define ColorMatrix_Red   float3(0.875, 0.125, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new red value should contain   - Should sum to 1.000 if you don't wish to change the brightness
#define ColorMatrix_Green float3(0.125, 0.000, 0.875) //[0.00 to 1.00] How much of Red, Green and Blue the new green value should contain - Should sum to 1.000 if you don't wish to change the brightness
#define ColorMatrix_Blue  float3(0.875, 0.125, 0.875) //[0.00 to 1.00] How much of Red, Green and Blue the new blue value should contain  - Should sum to 1.000 if you don't wish to change the brightness
#define ColorMatrix_strength      1.0                 //Adjust the strength
   /*-----------------------------------------------------------.
  /                  Lift Gamma Gain settings                   /
  '-----------------------------------------------------------*/
#define RGB_Lift  float3(1.010, 1.010, 1.010)   //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(1.010, 1.000, 1.000)   //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(1.000, 1.000, 0.980)   //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
//Note that a value of 1.000 is a neutral setting that leave the color unchanged.
   /*-----------------------------------------------------------.
  /                  Tonemap settings                           /
  '-----------------------------------------------------------*/
#define Gamma          0.967 		    //[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.
#define Exposure      -0.010		    //[-1.000 to 1.000] Adjust exposure
#define Saturation     0.005		    //[-1.000 to 1.000] Adjust saturation
#define Bleach         0.000 		    //[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog          0.000 		    //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(-0.01, 0.01, -0.01) //[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      0.03  			      //[-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, 1.06, 1.10) //[-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   0.43  //[-1.00 to 1.00] The amount of contrast you want
// -- Advanced curve settings --
#define Curves_formula    2     //[1|2|3|4|5|6|7|8|9|10] 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, 10 = Half-circles.
                                //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     0.11                 //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower    0.58                 //[0.00 to 1.00] How much to tint the image
   /*-----------------------------------------------------------.
  /                  Vignette settings                          /
  '-----------------------------------------------------------*/
#define VignetteType      1                 //[1|2|3] 1 = Original, 2 = New, 3 = TV style
#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.
#define VignetteRadius    1.00              //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount   -1.00              //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#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)
#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.
   /*-----------------------------------------------------------.
  /                  Dither settings                            /
  '-----------------------------------------------------------*/
#define dither_method      1  //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
//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(0,0)        //[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
#define border_ratio  float(2.35 / 1.0) //[0.1000 to 10.0000] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right.
                                        //Examples that work: (1680.0 / 1050.0), (16.0 / 10.0), (1.6) Examples that does NOT work right: (1680 / 1050), (16 / 10)
#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|6]  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, 6 = Curvy vertical 50/50 split
							  
							  
   /*-----------------------------------------------------------.
  /                       Custom settings                       /
  '-----------------------------------------------------------*/
#define custom_strength  0.4 //[0.00 to 1.00] Adjust the strength of the effect