/*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game: Shadows: Heretic Kingdoms Author: Jynxx / The ReKonstructor SweetFX version: 1.5.1+ Description: /* Select shaders (Set to 1 or 0 for ON or OFF) */ #define USE_SMAA_ANTIALIASING 1 // Smoothens jagged lines using the SMAA technique. #define USE_FXAA_ANTIALIASING 0 // Smoothens jagged lines using the FXAA technique. #define USE_CA 0 // Chromatic aberration is a lens distortion effect that simulates how a lens diffracts different wavelengths differently. You can only use Chromatic Aberration OR the Explosion shader, not both at the same time. #define USE_EXPLOSION 0 // Scatters the pixels, making the image look fuzzy. You can only use Explosion OR the Chromatic Aberration shader, not both at the same time. #define USE_CARTOON 0 // Cel shader effect. Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen. #define USE_LEVELS 1 // Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that. #define USE_ADVANCED_CRT 0 // Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect. #define USE_BLOOM 0 // Makes bright lights bleed their light into their surroundings (relatively high performance cost). #define USE_HDR 0 // Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_LUMASHARPEN 1 // Sharpens scene texture details. Also sharpens the antialiased edges which makes them less smooth. #define USE_GAUSSIAN 0 // Can be used to blur, bloom, haze, glow, and unsharp masking. #define USE_FILMGRAIN 0 // Film grain effect. #define USE_TECHNICOLOR 0 // Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4). #define USE_DPX 0 // Should make the image look like it's been converted to DXP Cineon. #define USE_MONOCHROME 0 // Monochrome makes the colors disappear. #define USE_LIFTGAMMAGAIN 0 // Adjust brightness and color of shadows, midtones and highlights (avoids clipping). #define USE_TONEMAP 1 // Adjust gamma, exposure, saturation, bleach and defog (may cause clipping). #define USE_VIBRANCE 1 // Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_CURVES 1 // Contrast adjustments using S-curves. #define USE_SEPIA 0 // Sepia tones the image. #define USE_VIGNETTE 0 // 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 // Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts. #define USE_BORDER 0 // Makes the screen edge black as a workaround for the bright edge that forcing some AA modes sometimes causes. #define USE_SPLITSCREEN 0 // Enables the before-and-after splitscreen comparison mode. /* SMAA Settings */ #define SMAA_DIRECTX9_LINEAR_BLEND 0 // Enable this only if you are using DX9 hardware (software version does not matter). #define COLOR_EDGE_DETECTION 1 // Enables color edge detection (slower but slightly more acurate) instead of luma edge detection (faster). #define SMAA_CORNER_ROUNDING 45 // Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default. #define SMAA_MAX_SEARCH_STEPS_DIAG 16 // Determines the radius SMAA will search for diagonal aliased edges. #define SMAA_MAX_SEARCH_STEPS 98 // Determines the radius SMAA will search for aliased edges. #define SMAA_THRESHOLD 0.050 // Edge detection threshold. If SMAA misses some edges try lowering this slightly. /* FXAA Settings */ #define fxaa_EdgeThresholdMin 0.3 // Darkness threshold. Trims the algorithm from processing darks. #define fxaa_EdgeThreshold 0.01 // Edge detection threshold. The minimum amount of local contrast required to apply algorithm. #define fxaa_Subpix 0.1 // Amount of sub-pixel aliasing removal. #define FXAA_QUALITY__PRESET 39 // Quality preset. 39 is the highest quality. /* Chromatic Aberration Settings */ #define outfocus 0.028 // How strong the effect should be. /* Explosion Settings */ #define Explosion_Radius 1 // Amount of effect you want. /* Cartoon Settings */ #define CartoonEdgeSlope 6 // Raise this to filter out fainter edges. You might need to increase the strength to compensate. #define CartoonPower 4 // Amount of effect you want. /* Levels Settings */ #define Levels_white_point 250 // The new white point. Everything brighter than this becomes completely white. #define Levels_black_point 9 // The black point is the new black - literally. Everything darker than this will become completely black. /* CRT Settings */ #define CRTOversample 0 // Enable 3x oversampling of the beam profile (warning: performance hit). #define CRTOverScan 1.01 // Overscan (e.g. 1.02 for 2% overscan). #define CRTAngleY -0.15 // Tilt angle in radians, Y coordinates. Value of -0.15 gives the arcade tilt look. #define CRTAngleX 0 // Tilt angle in radians, X coordinates. #define CRTDistance 2 // Simulated distance from viewer to monitor. #define CRTCornerSize 0.001 // Higher values equals more rounded corner. #define CRTCurvatureRadius 1.5 // Curvature Radius (only effective when Curvature is enabled). #define CRTCurvature 0 // Enables the curvature effect. #define CRTScanlineGaussian 1 // Use the new non-Gaussian bloom effect. #define CRTScanlineIntensity 2 // Scanlines intensity. #define CRTBrightness 1 // Used to boost brightness a little. #define CRTmonitorgamma 2.2 // Gamma of display monitor. #define CRTgamma 2.2 // Gamma of simulated CRT. #define CRTResolution 1.2 // Input size coefficent (low values gives the low-res retro look). #define CRTAmount 1 // Amount of CRT effect you want. /* Bloom Settings */ #define BloomWidth 0.0142 // Width of the bloom. #define BloomPower 1.446 // Strength of the bloom. #define BloomThreshold 20.25 // Threshold for light brightness to cause bloom. /* HDR Settings */ #define radius2 0.97 // Raising this increases the luminance of the shader, making the effect stronger and brighter. #define HDRPower 1.00 // Lowering this offsets the middle grey level and makes the image brighter. /* LumaSharpen Settings */ #define show_sharpen 0 // Visualize the strength of the sharpen (multiplied by 4 to see it better). #define offset_bias 1.0 // Offset bias adjusts the radius of the sampling pattern. #define pattern 1 // Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define sharp_clamp .047 // Limits maximum amount of sharpening a pixel recieves. #define sharp_strength 1.30 // Strength of the sharpening. /* Gaussian Blur Settings */ #define GaussStrength 0.03 // Amount of effect blended into the final image. #define GaussExposure 82.04 // [DX10/11 only] Exposure of the effect (the lower the brighter) #define GaussThreshold 0.5 // [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't. #define GaussBloomWarmth 2 // Temperature of the bloom - 0 = neutral, 1 = warm, 2 = cold. #define GaussSigma 2 // Width of the bloom effect. #define GaussQuality 1 // Quality of the effect (warning: 2 and 3 are expensive.) #define GaussEffect 0 // 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. /* Film Grain Settings */ #define FilmGrainSize 2 // Size of the grain (higher = thinner noise). #define FilmGrainExposure 40 // Grain exposure (lower = darker noise). #define FilmGrainIntensity 0.46 // Intensity of grain. /* Technicolor Settings */ #define blueNegativeAmount 0.88 // #define greenNegativeAmount 0.88 // #define redNegativeAmount 0.88 // #define TechniPower 2.7 // #define TechniAmount 0.13 // /* Cineon DPX Settings */ #define Blend 0.17 // #define BlueC 0.34 // #define GreenC 0.36 // #define RedC 0.36 // #define DPXSaturation 2.3 // Adjust saturation of the effect. 1.0 is neutral. #define ColorGamma 2.5 // Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define Blue 8 // #define Green 8 // #define Red 8 // /* Monochrome Settings */ #define Monochrome_conversion_values float3(0.33,0.33,0.33) // Percentage of RGB to include (should sum up to 1.00). /* Lift Gamma Gain Settings */ #define RGB_Gain float3(0.937,0.937,0.937) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue. #define RGB_Gamma float3(1.077,1.077,1.077) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue. #define RGB_Lift float3(1.077,1.077,1.077) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. /* Tonemap Settings */ #define FogColor float3(0.00,0.00,2.55)) // [0.00 to 2.55] What color to remove - default is blue. #define Defog 0.002 // How much of the color tint to remove. #define Bleach 0.000 // Brightens the shadows and fades the colors. #define Saturation 0.070 // Adjust saturation. #define Exposure -0.002 // Adjust exposure. #define Gamma 0.995 // Adjust midtones. 1.000 is neutral. /* Vibrance Settings */ #define Vibrance_RGB_balance float3(1.08, 1.10, 0.995) // [-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others #define Vibrance 0.37 // Strength of the saturation or desaturation effect. /* Curves Settings */ #define Curves_formula 3 // 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. #define Curves_contrast 0.40 // The amount of contrast you want. #define Curves_mode 0 // Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. /* Sepia Settings */ #define SepiaPower 0.58 // How much to tint the image. #define GreyPower 0.11 // How much desaturate the image before tinting it. #define ColorTone float3(1.40,1.10,0.90) // [0.00 to 2.55] What color to tint the image. /* Vignette Settings */ #define VignetteCenter float2(0.500,0.500) // [0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting. #define VignetteSlope 8 // How far away from the center the change should start to really grow strong. #define VignetteAmount -1.00 // Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteRadius 1.00 // Lower values = stronger radial effect from center #define VignetteRatio 1 // 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 VignetteType 1 // 1 = Original, 2 = New, 3 = TV style /* Dither Settings */ #define dither_method 1 // 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering) /* Border Settings */ #define border_color float3(0, 0, 0) // [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. #define border_width float2(1, 50) // [0 to 2048] (X,Y)-width of the border. Measured in pixels. /* Splitscreen Settings */ #define splitscreen_mode 1 // 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. /* Key settings 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 ; 145 = Scroll Lock // key_screenshot = 44 ; 44 = Print Screen // key_reload_sweetfx = 19 ; 19 = Pause/Break /* 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