/*-----------------------------------------------------------.
  /                       Description                           /
  '------------------------------------------------------------/
SweetFX version : Sekta's Custom 1.5.1
Injector : Boulotaur2024 Injector
Extras   : Chromatic Aberration V1 + V2 + V3, Postsharpen, Gaussian, Film Grain, Color Blind, Fixed Value Ranges for RadeonPro, The Elder Scrolls Online Compatibility
Game   : 
Author : 
Preset : 
Description : 
If you made a good settings preset please share it with your friends, on forums and websites,
and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/
Hope you enjoy my mod.
 - CeeJay.dk
   /*-----------------------------------------------------------.
  /                      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 using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique.
#define USE_GAUSSIAN          0 //[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_EXPLOSION         0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CA                0 //[0 or 1] Chromatic aberration. You can only use Chromatic Aberration OR the Explosion Shader. Not both at the same time.
#define USE_CA2               0 //[0 or 1] Chromatic Aberration : Color Shift new method.
#define USE_CA3               0 //[0 or 1] Chromatic Aberration + Lens Distortion : Color Shift + Lens Distraction.
#define USE_CA4               0 //[0 or 1] Chromatic Aberration : Only Blue Color Shift.
#define USE_SHIFT             1 //[0 or 1] Alters the mood of the scene, for more of a filmic look. Typically best suited to realistic style games.
#define USE_FAUXCELL          0 //[0 or 1]
#define USE_CSHADE            0 //[0 or 1]
#define USE_ANAMFLARE         0 //[0 or 1] DOSNT WORK!
#define USE_PAINT             0 //[0 or 1] DOSNT WORK!
#define USE_CARTOON           0 //[0 or 1] Cartoon : "Toon"s the image(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen).
#define USE_DOS               0 //[0 or 1] DOSNT WORK!
#define USE_PIXEL             1 //[0 or 1] Pixelation
#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_PIXELART_CRT      0 //[0 or 1] PixelArt CRT : Scanlines for pixel art (high performance cost)
#define USE_LOTTES_CRT        0 //[0 or 1] Timothy Lottes' CRT.
#define USE_BLOOM             0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost).
#define USE_KABLOOM           0 //[0 or 1] KaBloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost).
#define USE_BLENDED_BLOOM     0 //[0 or 1] High Quality Bloom, using blend techniques. Blooms naturally, per environment.
#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_GEMHDR            0 //[0 or 1] GEMFX HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost).
#define USE_HDR2              0 //[0 or 1] NEED FOR GEM HDR for correctly work Effects.
#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_NEWDPX            0 //[0 or 1] Cineon DPX SWFX 1.6 : 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_LUMASHARPEN       0 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BICUBIC           0 //[0 or 1] Bicubic Texture Unsharpen Mask. Looks similar to a negative LOD bias. Enhances texture fidelity.
#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. Algorithm from prod80
#define USE_SWFX_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) Algorithm from SweetFX.
#define USE_COLORMATRIX       0 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix.
#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_MIDTONES          0 //[0 or 1] 
#define USE_TONEMAP           0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog (may cause clipping).
#define USE_GAMMA             0 //[0 or 1] RGB Gamma Correction. sRGB->Linear->sRGB correction curve. Enable for games with incorrect gamma.
#define USE_TONEMAP2          0 //[0 or 1] Tonemap : Addition Tonemap Effects.
#define USE_FILMIC            0 //[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look.
#define USE_SFILMIC           0 //[0 or 1]
#define USE_COLORMOOD         0 //[0 or 1]
#define USE_COLORWASHOUT      0 //[0 or 1]
#define USE_DESATURATION      0 //[0 or 1] Desaturation : Desaturate specific color channels. 
#define USE_FINALADJUSTER     0 //[0 or 1]
#define USE_VIBRANCE          0 //[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_SKYRIMTONEMAP	  0	//[0 or 1] Skyrim Tonemap: Applies color correction/tonemapping based on tonemappers of popular Skyrim ENB's.
#define USE_CROSSPROCESS 	  0 //[0 or 1] Cross Processing: Simulates wrong chemistry in color processing.
#define USE_REINHARD  		  0	//[0 or 1] Reinhard: This is the Reinhard tonemapping shader, if you are interested, google how it works.
#define USE_REINHARDLINEAR	  0	//[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping.
#define USE_COLORMOD		  0	//[0 or 1] Colormod: Contrast, Saturation and Brightness ported from colormod.asi.
#define USE_SPHERICALTONEMAP  0	//[0 or 1] Spherical Tonemap: Another approach on tonemapping, uses some sphere algorithms.
#define USE_HPD  		      0	//[0 or 1] Haarm Peter Duiker Filmic Tonemapping: Tonemapping used in Watch Dogs, ripped from the Watch Dogs shaders themselves.
#define USE_FILMICCURVE		  0	//[0 or 1] Filmic Curve: Improved version of the well-known Uncharted 2 filmic curve, first seen in iCEnhancer 0.3.
#define USE_POSTSHARPEN       0 //[0 or 1] Post Sharpen : Luma Sharpen at the end of the chain.
#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_HD6_VIGNETTE	  0	//[0 or 1] HeliosDoubleSix Vignette: Adds some advanced vignette (darkening shader) to lead focus to screen center
#define USE_BORISVIGNETTE	  0	//[0 or 1] Boris Vorontsov Vignette: Simple colorable version of vignette, darkens/tints the image at the corners
#define USE_BLURVIGNETTE      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_COLORBLIND        0 //[0 or 1] Color Blind: Enable Color Blind Correction using LMS Daltonization Algorithm.
#define USE_BORDER		      0	//[0 or 1] Adds a 1 pixel black border around the screen to compensate white outlining caused by excessive sharpening
#define USE_SWFXBORDER        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_MOVIEBARS 		  0	//[0 or 1] Movie Bars: blackens the image on the top and bottom, simulating a higher aspect ratio. Default set to 21:9 aspect ratio.
#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.hlsl, and then enable it here.
#define USE_SINCITY           0 //[0 or 1] SinCity : Make the game look like the movie Sin City.
#define USE_COLORHUEFX        0 //[0 or 1] Color Hue FX: Desaturates everything but colors from a fixed hue mid and the range around it. Similiar to Sin City but much better. Thanks, prod80!
#define USE_LEIFX_REDUCT      1 //[0 or 1] Reduce to XXbpp with dither
#define USE_LEIFX_FILTER      0 //[0 or 1] Filter the image
#define USE_LEIFX_GAMMA       0 //[0 or 1] Gamma 
#define USE_ELEPHDRTONE       0 //[0 or 1] Tonemapping effect, uses Local Reinhard tonemapping as well as Uncharted2D tonemapping
#define USE_ELEPBLOOM         0 //[0 or 1] ENB bloom controls, can be used for Vanilla game bloom as well or both with a bit of code tinkering
#define USE_ELEPTONEMAP       0 //[0 or 1] A collection of the more common tonemapping methods used in game post-processing
   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define SMAA_THRESHOLD              0.10  //[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       16    //[0 to 98]  Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG  6     //[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] Enables color edge detection (slower but slightly more acurate) or 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            0.700  //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold     0.130  //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin  0.100  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
   /*-----------------------------------------------------------.
  /                  Gaussian Blur settings                     /
  '-----------------------------------------------------------*/
#define GaussEffect      0     //[0|1|2|3]        0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality     0     //[0|1|2|3]        Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma       0     //[0 to 4]         The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussThreshold   0.0  //[0.00 to 1.00]   [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure    100.0  //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength    0.170  //[0.00 to 1.00]   Amount of effect blended into the final image
   /*-----------------------------------------------------------.
  /                  Film grain settings                        /
  '-----------------------------------------------------------*/
#define FilmGrainIntensity  1.0  //[0.00 to 1.00] Intensity of grain. Default is 0.46
#define FilmGrainExposure   30    //[0 to 100]     Grain Exposure. Default is 40 (Lower -> darker noise)
#define FilmGrainSize       6     //[0 to 10]      Size of the grain. Default is 2 (Higher -> thinner noise)
  
   /*-----------------------------------------------------------.
  /                  Explosion settings                         /
  '-----------------------------------------------------------*/
#define Explosion_Radius  1.0  //[0.2 to 100.0] Amount of effect you want.
   /*-----------------------------------------------------------.
  /                  Chromatic Aberration settings              /
  '-----------------------------------------------------------*/
#define outOfFocus      0.016       //[0.00 to 1.000] How strong the effect should be.
#define CHROMA_POW		65.0		//[10 to 100] Controls amount of chromatic abberation
#define fvChroma		float3(0.995, 1.000, 1.005) //Displacement of colors for chromatic abberation. 1.0 is original position
#define fBaseRadius		0.9		
#define fFalloffRadius		1.8
#define fChromaPower		1.0
   /*-----------------------------------------------------------.
  /                  Chromatic Aberration  2 settings           /
  '-----------------------------------------------------------*/
#define chromatic_strength  1.0  //[0.000 to 1.000] How strong the effect should be.
#define multiplier_Chromatic 1     // [0.000 to inf]  how much of multiplier.
#define Chromatic_shift float2(2.5,-0.5) //[-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 BlueColor 0
#define MagnetaColor 0
   /*-----------------------------------------------------------.
  /      Chromatic Aberration  3 + Lens Distortion settings     /
  '-----------------------------------------------------------*/
#define ChromaticAmount  0.016  //[0.000 to 1.000] Amount of chromatic aberration on the edges.
#define OutOfChromaticAmount 35.0 //[0.00 to 1000.000] How strong the effect should be.
#define LensDistortion 0.1 // Can be negative to stretch the image
#define LensDistortionCubic 0.1
#define outOfFocus 0.016 //[0.00 to 1.000] How strong the effect should be.
#define LensSize 0.6   //  ~ 0.5 = Original image size; 1.0 = Zoomed
   /*-----------------------------------------------------------.
  /                  Chromatic Aberration  4 settings           /
  '-----------------------------------------------------------*/
#define ShiftSamplingRange 3.00 //[0.000 to 5.000] Amount of color shift
  
  
   /*-----------------------------------------------------------.
  /                      Shift  settings                        /
  '-----------------------------------------------------------*/
#define TonemapType 1                       //[1 or 2] Type of tone mapping operator. 1 is natural map, 2 is cinematic(darker) map. (Default: 1)
#define ToneAmount 0.25                     //[0.00 to 1.00] Tonemap strength (scene correction) higher for stronger tone mapping, lower for lighter. (Default: ~ 0.25)
#define BlackLevels 0.30                    //[0.00 to 1.00] Black level balance (shadow correction). Increase to lighten blacks, lower to deepen them. (Default: ~ 0.30)
#define Exposure2 1.00                       //[0.10 to 2.00] White correction (brightness) Higher values for more Exposure, lower for less.
#define Luminance 1.02                      //[0.10 to 2.00] Luminance average (luminance correction) Higher values to decrease luminance average, lower values to increase luminance.
#define WhitePoint 1.02                     //[0.10 to 2.00] Whitepoint avg (lum correction) Use to alter the scene whitepoint average. Raising can give a cinema look.
#define CorrectionPalette 2                 //[0|1|2|3] The colour correction palette type. 1: RGB, 2: YUV, 3: XYZ, 0: off. 1 is default. This requires tone mapping enabled.
#define RCurve 1.00                       //[1.00 to 8.00] Red channel component of the RGB correction curve. Higher values equals red reduction. 1.00 is default.
#define GCurve 1.00                     //[1.00 to 8.00] Green channel component of the RGB correction curve. Higher values equals green reduction. 1.00 is default.
#define BCurve 1.00                      //[1.00 to 8.00] Blue channel component of the RGB correction curve. Higher values equals blue reduction. 1.00 is default.
#define FilmicProcess 0                     //[0 or 1] Filmic cross processing. Alters the mood of the scene, for more of a filmic look. Typically best suited to realistic style games.
#define RedShift 0.60                       //[0.10 to 1.00] Red colour component shift of the filmic tone shift. Alters the red balance of the shift. Requires FilmicProcess.
#define GreenShift 0.50                     //[0.10 to 1.00] Green colour component shift of the filmic tone shift. Alters the green balance of the shift. Requires FilmicProcess.
#define BlueShift 0.50                      //[0.10 to 1.00] Blue colour component shift of the filmic tone shift. Alters the blue balance of the shift. Requires FilmicProcess.
#define ShiftRatio 0.20                     //[0.10 to 1.00] The blending ratio for the base colour and the colour shift. Higher for a stronger effect. Requires FilmicProcess.
  
   /*-----------------------------------------------------------.
  /                  Cartoon settings                           /
  '-----------------------------------------------------------*/
#define CartoonPower      4.0  //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope  6.0  //[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.
#define CartoonColor        -1.0  //[-1.0 OR 1.0] Sets border color to either black or white.  -1 is black, 1 is white.  
#define CartoonThickness 1.0  //[1 and above]  Sets border thickness.  Looks best at values around 1.0 - 2.0.  At higher values, sharpening helps visuals look better.
// -- Advanced settings --
#define CartoonThicknessX 1.0  //[1 and above]  Sets horizontal border distance.  Looks best at values around 1.0 - 2.0.  At higher values, sharpening helps visuals look better.
#define CartoonThicknessY 1.0  //[1 and above]  Sets vertical border distance.  Looks best at values around 1.0 - 2.0.  At higher values, sharpening helps visuals look better.
   /*-----------------------------------------------------------.
  /                  DOS effect settings                        /
  '-----------------------------------------------------------*/
#define EColorsCount 16.0001
   /*-----------------------------------------------------------.
  /                  Pixelation effect settings                 /
  '-----------------------------------------------------------*/
#define PixelCountU 700.0
#define PixelCountV 700.0
   /*-----------------------------------------------------------.
  /                  FauxCell settings                          /
  '-----------------------------------------------------------*/
#define threshold 0.0545
#define theresold2 0.027512 
#define rgb2lum float3(0.30, 0.59, 0.11) 
   /*-----------------------------------------------------------.
  /                  Cshade settings                            /
  '-----------------------------------------------------------*/
#define EdgeStrength 1.50                   //[0.00 to 4.00] Overall strength of the cel edge outline effect.  0.00 = no outlines.
#define EdgeFilter 0.60                     //[0.10 to 2.00] Filters out fainter cel edges. Use it for balancing the cel edge density. EG: for faces, foliage, etc. Raise to filter out more edges.
#define EdgeThickness 1.25                  //[0.50 to 4.00] Thickness of the cel edges. Increase for thicker outlining.  Note: when downsampling, you may need to raise this further to keep the edges as noticeable.
#define PaletteType 2                       //[1|2|3] The colour palette to use. 1 is Game Original, 2 is Animated Shading, 3 is Water Painting (Default is 2: Animated Shading). #!Options below don't affect palette 1.
#define UseYuvLuma 0                        //[0 or 1] Uses YUV luma calculations, or base colour luma calculations. Yuv luma can produce a better shaded look, but if it looks odd, disable it for that game.
#define LumaConversion 1                    //[0 or 1] Uses BT.601, or BT.709, RGB<-YUV->RGB conversions. Some games prefer 601, but most prefer 709. BT.709 is typically recommended. 
#define ColorRounding 1                     //[0 or 1] Uses rounding methods on colors. This can emphasise shaded toon colors. Looks good in some games, and odd in others. Try it in-game and see.  
  
   /*-----------------------------------------------------------.
  /                  OilPaint settings                          /
  '-----------------------------------------------------------*/
#define PaintRadius 2 
 
 
   /*----------------------------------------------------------.
  /                  Advanced CRT settings                     /
  '----------------------------------------------------------*/
#define CRTAmount             1.00    //[0.00 to 1.00]     Amount of CRT effect you want
#define CRTResolution         1.0     //[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)
// -- Advanced settings --
#define R1          1       //[0.0 to 1.0]   Amount of red color for even scanlines
#define G1          0.7     //[0.0 to 1.0]   Amount of green color for even scanlines
#define B1          1       //[0.0 to 1.0]   Amount of blue color for even scanlines
    
#define R2          0.7     //[0.0 to 1.0]   Amount of red color for odd scanlines
#define G2          1.0     //[0.0 to 1.0]   Amount of green color for odd scanlines
#define B2          0.7     //[0.0 to 1.0]   Amount of blue color for odd scanlines
   /*-----------------------------------------------------------.
  /                         Pixel Art CRT                       /
  '-----------------------------------------------------------*/
// -- Emulated input resolution --
#define PixelArtCRT_resolution_mode 1 //[1 or 2] 1 = Ratio, 2 = Fixed resolution
#define PixelArtCRT_resolution_ratio (1.0/4.0)   //
#define PixelArtCRT_fixed_resolution float2(320.0,160.0)  //
// -- Hardness --
#define PixelArtCRT_hardScan -24.0  // Hardness of scanline : -8.0 = soft, -16.0 = medium
#define PixelArtCRT_hardPix  -24.0  // Hardness of pixels in scanline : -2.0 = soft, -4.0 = hard
// -- Display warp --
#define PixelArtCRT_warp float2(1.0/64.0,1.0/24.0) // Display warp : 0.0 = none , 1.0/8.0 = extreme
// -- Type of shadow mask --
#define PixelArtCRT_ShadowMask 3 // Type of shadow mask : 1 = Very compressed TV style shadow mask, 2 = Aperture-grille, 3 = Stretched VGA style shadow mask, 4 = VGA style shadow mask
// -- Amount of shadow mask --
#define PixelArtCRT_maskDark  0.5 //
#define PixelArtCRT_maskLight 1.5 //
// -- Falloff shape --
#define PixelArtCRT_shape 3.0 // Falloff shape : 1.0 = exp(x), 1.25 = in between, 2.0  = gaussian, 3.0  = more square
// -- Amp signal --
#define PixelArtCRT_overdrive 1.25 //
   /*----------------------------------------------------------.
  /                  Lottes CRT settings                       /
  '----------------------------------------------------------*/
#define LCRT_IMAGE_RES float2(320.0/1.0, 240.0/1.0)  // Original image resolution.
#define LCRT_SCANLINE_HARDNESS -10.0                 // Hardness of scanline. -8.0 = soft -16.0 = medium
#define LCRT_PIXEL_HARDNESS     -3.0                 // Hardness of pixels in scanline. -2.0 = soft -4.0 = hard
#define LCRT_HARD_BLOOM_SCAN    -2.0                 // Hardness of short vertical bloom. -1.5 = wide -4.0 = narrow
#define LCRT_HARD_BLOOM_PIX     -1.5                 // Hardness of short horizontal bloom. -1.0 = wide -2.0 = narrow
#define LCRT_BLOOM_AMOUNT    1.0/4.0                 // Amount of small bloom effect. 1.0 = only bloom  0.0 = no bloom
#define LCRT_H_WARP         1.0/64.0                 // Horizontal display warp. 0.0 = none 1.0/8.0 = extreme
#define LCRT_V_WARP         1.0/24.0                 // Vertical display warp. 0.0 = none 1.0/8.0 = extreme
#define LCRT_MASK_DARK           0.5                 // Amount of shadow masking in dark areas.
#define LCRT_MASK_LIGHT          1.5                 // Amount of shadow masking in light areas.
  
   /*-----------------------------------------------------------.
  /                  Bloom settings                             /
  '-----------------------------------------------------------*/
#define BloomThreshold  20.25  //[0.00 to 50.00]    Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower      5.446  //[0.000 to 8.000]   Strength of the bloom
#define BloomWidth      0.2142 //[0.0000 to 1.0000] Width of the bloom
   /*-----------------------------------------------------------.
  /                  KaBloom settings                           /
  '-----------------------------------------------------------*/
#define InBlack  0.0  //[0.00 to 1.00]    Kabloom levels: black input
#define InWhite  1.0  //[0.000 to 1.000]   Kabloom levels: white input
#define InGamma  1.0 //[0.0000 to 10.0000] Kabloom levels: input gamma
#define OutBlack 0.0 //[0.000 to 1.000] Kabloom levels: black output
#define OutWhite 1.0 //[0.000 to 1.000] Kabloom levels: white output
#define BloomBrightness 0.0  //[-100.000 to 100.000] Kabloom spread control: input intensity
#define BloomSaturation 1.0  //[0.000 to 10.000] Kabloom spread control: saturation
#define BloomContrast   1.0  //[0.000 to 100.000] Kabloom spread control: contrast
#define BloomSensitivity 1.0 //[0.000 to 100.000] Kabloom spread control: sensitivity
#define BloomIntensity   0.0 //[-100.000 to 100.000] Kabloom spread control: output intensity
#define RGBBalance float3(1.0f, 1.0f, 1.0f) //[0.00 to 1.00] Kabloom color control: color balance
#define RGBWeights float3(0.0, 0.0f, 0.0f) //[0.00 to 1.00] Kabloom misc: bloom strength weights
#define BlendMode  4   //[0 to 8] 0: Off, 1: Addition, 2: Opacity, 3: Lighten, 4: Lighten/opacity hybrid, 5: Luma-based Screen/add hybrid, 6: Screen/add hybrid, 7: Screen/opacity hybrid, 8: Screen/lighten/opacity hybrid
#define BlendAmount 1.0 //[0.000 to 10.000] Kabloom blending: blend amount
#define BlendOpacity 1.0 //[0.000 to 10.000] Kabloom blending: blend opacity
   /*-----------------------------------------------------------.
  /                  Blended Bloom settings                     /
  '-----------------------------------------------------------*/
#define BloomType BlendBloom                //[BlendScreen, BlendOverlay, BlendBloom, BlendAddLight] The type of blending for the bloom (Default: BlendScreen).
#define BloomPowerThreshold 0.200           //[0.100 to 1.000] Overall strength of the bloom. You may want to readjust for each blend type.
#define BlendStrength 1.000                 //[0.100 to 1.000] Strength of the bloom blend. Lower for less blending, higher for more. (Default: 1.000).
#define BlendSpread 4.000                   //[1.000 to 8.000] Width of the bloom 'glow' spread. 0.000 = off. Scales with BloomPower. (Default: 4.000).
#define BloomReds 1.00                      //[0.00 to 8.00] Red channel component of the RGB correction curve. Higher values equals red reduction. 1.00 is default.
#define BloomGreens 1.00                    //[0.00 to 8.00] Green channel component of the RGB correction curve. Higher values equals green reduction. 1.00 is default.
#define BloomBlues 1.00                     //[0.00 to 8.00] Blue channel component of the RGB correction curve. Higher values equals blue reduction. 1.00 is default.
  
   /*-----------------------------------------------------------.
  /                  HDR settings                               /
  '-----------------------------------------------------------*/
#define HDRPower  1.30  //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2   0.87  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
  
   /*-----------------------------------------------------------.
  /                    GEM HDR settings                         /
  '-----------------------------------------------------------*/
#define SSAO 0		//[0 or 1] 		Applies SSAO like shadowing effect.
#define SceneDepth 1.02	//[1.00 to 2.00]	Adjust Darkness of Scenery (standard 1.04) Higher -> darker. 
#define FilterDepth 0.20	//[0.00 to 2.00]	Amount of color filter Lower -> darker.
#define ShadowDepth 0.46	//[0.00 to 1.00]	Adjust Darkness of Shadows (standard 0.80) Lower -> darker.
#define ShaderBright 0.05   //[0.00 to 1.00] Brightness of scene
#define TBright 1.20	//[1.00 to 1.36]	Adjust TextureBrightness (standard 1.26) Lower -> darker.
#define CBright 0.90	//[0.00 to 2.00]	Adjust Contrast (standard 0.70) Lower -> darker.
   /*-----------------------------------------------------------.
  /            Elep HDR tone settings                           /
  '-----------------------------------------------------------*/
#define KeyValHDR             0.50    //[0.001 to 5.00]
#define HShoulderStrength     0.15    //[0.001 to 2.00]
#define HLinearStrength       0.30    //[0.00  to 5.00]
#define HLinearAngle          0.06    //[0.001 to 1.00]
#define HToeStrength          0.20    //[0.00  to 2.00]
#define HToeNumerator         0.001   //[0.001 to 0.50]
#define HToeDenominator       0.20    //[0.00  to 2.00]
#define HLinearWhite          1.00    //[0.00 to 50.00]
#define HLocalMaxWhite        1.00    //[0.01 to 50.00]
   /*-----------------------------------------------------------.
  /                  Cineon DPX settings                        /
  '-----------------------------------------------------------*/
#define Red            7.0   //[1.0 to 15.0]  Some kind of filter? Higher numbers made that color less affected.
#define Green          9.0   //[1.0 to 15.0]  Some kind of filter? Higher numbers made that color less affected.
#define Blue           13.0  //[1.0 to 15.0]  Some kind of filter? Higher numbers made that color less affected.
#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. Lower saturates.
#define DPXSaturation  3.0   //[0.0 to 8.0]   Adjust saturation of the effect. 1.0 is neutral. Below 1 seems to desaturate.
#define RedC           0.45  //[0.20 to 0.60] Lower Numbers seem to be brighter. Higher seem to be darker.
#define GreenC         0.43  //[0.20 to 0.60] Lower Numbers seem to be brighter. Higher seem to be darker.
#define BlueC          0.40  //[0.20 to 0.60] Lower Numbers seem to be brighter. Higher seem to be darker.
#define Blend          0.20  //[0.00 to 1.00] How strong the effect should be. Higher is stronger.
   /*-----------------------------------------------------------.
  /                  Cineon DPX 1.6 settings                    /
  '-----------------------------------------------------------*/
#define CDRed            7.0   //[1.0 to 15.0]  Some kind of filter? Higher numbers made that color less affected.
#define CDGreen          9.0   //[1.0 to 15.0]  Some kind of filter? Higher numbers made that color less affected.
#define CDBlue           13.0  //[1.0 to 15.0]  Some kind of filter? Higher numbers made that color less affected.
#define CDColorGamma     2.5   //[0.1 to 2.5]   Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. Lower saturates.
#define CDDPXSaturation  3.0   //[0.0 to 8.0]   Adjust saturation of the effect. 1.0 is neutral. Below 1 seems to desaturate.
#define CDRedC           0.45  //[0.20 to 0.60] Lower Numbers seem to be brighter. Higher seem to be darker.
#define CDGreenC         0.43  //[0.20 to 0.60] Lower Numbers seem to be brighter. Higher seem to be darker.
#define CDBlueC          0.40  //[0.20 to 0.60] Lower Numbers seem to be brighter. Higher seem to be darker.
#define CDBlend          0.20  //[0.00 to 1.00] How strong the effect should be. Higher is stronger.
#define DPXContrast      0.1
#define DPXGamma         1.0
  
   /*-----------------------------------------------------------.
  /                  LumaSharpen settings                       /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength  0.65   //[0.10 to 3.00]   Strength of the sharpening
#define sharp_clamp     0.035  //[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|8|9] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped, 8 = Normal + more texture passes, 9 = Pyramid with more taps
#define offset_bias     1.0    //[0.0 to 6.0]  Offset bias adjusts the radius of the sampling pattern. Lower makes finer details less affected.
                               //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)
   /*-----------------------------------------------------------.
  /                  BicubicSharpen settings                    /
  '-----------------------------------------------------------*/
#define SharpeningType 2                    //[1 or 2] The type of sharpening to use. Type 1 is a High Pass Gaussian. Type 2 is a higher quality(slightly slower) Bicubic Sampling type.
#define SharpenStrength 0.75                //[0.10 to 1.00] Strength of the texture luma sharpening effect. This is the maximum strength that will be used.
#define SharpenClamp 0.015                  //[0.005 to 0.500] Reduces the clamping/limiting on the maximum amount of sharpening each pixel recieves. Raise this to reduce the clamping.
#define SharpenBias 1.00                    //[1.00 to 4.00] Sharpening edge bias. Lower values for clean subtle sharpen, and higher values for a deeper textured sharpen.
#define DebugSharpen 0                      //[0 or 1] Visualize the sharpening effect. Useful for fine-tuning. Best to disable other effects, to see edge detection clearly.
   /*----------------------------------------------------------.
  /                  Levels settings                           /
  '----------------------------------------------------------*/
#define Levels_black_point  16   //[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  235  //[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).
// -- Debug settings --
#define Levels_highlight_clipping 0 //[0 or 1] Highlight the pixels that clip. Red = Some detail is lost in the highlights, Yellow = All detail is lost in the highlights,
                                    //         Blue = Some detail is lost in the shadows, Cyan = All detail is lost in the shadows.
   /*-----------------------------------------------------------.
  /                  TECHNICOLOR settings                       /
  '-----------------------------------------------------------*/
#define ColStrengthR 		0.2		//[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.	
#define ColStrengthG 		0.2		//[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.
#define ColStrengthB 		0.2		//[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.
#define TechniBrightness 	1.0		//[0.5 to 1.5] Brightness Adjustment, higher means brighter image.
#define TechniStrength 		1.0		//[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.
#define TechniSat 		0.7		//[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.
  
   /*-----------------------------------------------------------.
  /          SWFX        TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount         0.40  //[0.00 to 1.00] Higher numbers wash out and desaturate.
#define TechniPower          4.00  //[0.00 to 8.00] Lower is stronger. Affects highlights like Bleach and Exposure.
#define redNegativeAmount    0.98  //[0.00 to 1.00]
#define greenNegativeAmount  0.88  //[0.00 to 1.00]
#define blueNegativeAmount   0.90  //[0.00 to 1.00]
   /*-----------------------------------------------------------.
  /                  Monochrome settings                        /
  '-----------------------------------------------------------*/
#define Monochrome_conversion_values  float3(0.18,0.41,0.41)  //[-1.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
#define Monochrome_color_saturation         0.00            //[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(0.817, 0.183, 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(0.333, 0.667, 0.000) //[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(0.000, 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(1.000, 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
   /*-----------------------------------------------------------.
  /                  Highlights settings                        /
  '-----------------------------------------------------------*/
#define fHighlights 0.000                     //[0.000 to 1.000]
#define fShadows    0.000                     //[0.000 to 1.000]
#define HTintColor float3(0.0, 0.0, 0.0)
#define STintColor float3(0.0, 0.0, 0.0)
   /*-----------------------------------------------------------.
  /                  Tonemap settings                           /
  '-----------------------------------------------------------*/
#define AltGamma    0
#define fGamma      0.000                         
#define TGamma      1.000                     //[0.000 to 2.000]  Adjust midtones. Same as Lift Gamma Gain but reversed. Higher is darker.
#define Exposure    0.000                     //[-1.000 to 1.000] Adjust exposure.
#define Saturation  0.000                     //[-1.000 to 1.000] Adjust saturation.
#define Bleach      0.000                     //[-1.000 to 1.000] Brightens the highlights and fades the colors. Similar to Exposure.
#define Defog       0.000                     //[-1.000 to 1.000] How much of the color tint to remove.
#define TBlueShift  0.000	                  //Blueshift
#define EnableSat 0   
#define Sat         0.920
#define FogColor    float3(0.00, 0.00, 0.00)  //[-2.55 to 2.55, -2.55 to 2.55, -2.55 to 2.55] What color to remove. RGB.
#define ExpAdjust 			1.1
#define AddContrast			0.25
   /*-----------------------------------------------------------.
  /                  Elep tonemap settings                      /
  '-----------------------------------------------------------*/
#define TKeyVal            1.00 //[0.00 to 5.00] Tonemap: Exposure
#define TEGamma            1.00 //[
#define TLinear            0.00 //[0.00 to 
#define TMaxWhite          1.00 //[0.01 to 25.00] 
#define TLumSaturation     1.00 //[0.00 to 4.00]
#define TBias              1.00 //[0.00 to 4.00]
#define TShoulderStrength  0.22 //[0.001 to 2.00]
#define TLinearStrength    0.30 //[0.00 to 5.00]
#define TLinearAngle       0.10 //[0.001 to 1.00]
#define TToeStrength       0.20 //[0.00 to 2.00]
#define TToeNumerator      0.01 //[0.001 to 0.50]
#define TToeDenominator    0.30 //[0.00 to 2.00]
#define TLinearWhite       1.00 //[0.00 to 20.00]
#define TonemapOperator    8    //[0|1|2|3|4|5|6|7|8|9|10|11|12] 0-off, 1-Logarithmic, 2-Drago Logarithmic, 3-Exponential, 4-Reinhard Basic, 5-Reinhard Modified, 6-Filmic-ALU, 7-Filmic-Uncharted2D, 8-RomBinDaHouse, 9-Linear, 10-Simple Reinhard, 11-Luma Based Reinhard, 12-White Preserving Luma Based Reinhard
   /*-----------------------------------------------------------.
  /                  Gamma settings                             /
  '-----------------------------------------------------------*/
#define Gamma 2.20                          //[1.5 to 4.0] Gamma correction. Decrease for lower gamma(darker). Increase for higher gamma(brighter). (Default: 2.2)
   /*-----------------------------------------------------------.
  /                  Tonemap2 settings                          /
  '-----------------------------------------------------------*/
#define ModFilmicPoint1 3.0    //[0.0 to 100.0] Modified filmic: Curve point one
#define ModFilmicPoint2 1.3     //[0.0 to 100.0] Modified filmic: Curve point two
#define ModFilmicPoint3 1.3     //[0.0 to 100.0] Modified filmic: Curve point three
#define ModFilmicPoint4 1.0     //[0.0 to 100.0] Modified filmic: Curve point four
   /*-----------------------------------------------------------.
  /                  Filmic settings                            /
  '-----------------------------------------------------------*/
#define Strenght			0.725  	//[0.05 to 1.5] Strength of the color curve altering
#define BaseGamma			1.6	//[0.7 to 2.0] Gamma Curve
#define Fade				0.2	//[0.0 to 0.6] Decreases contrast to imitate faded image
#define Contrast			1.0	//[0.5 to 2.0] Contrast.
#define FSaturation			-0.15
#define FBleach				0.005 	//[-0.5 to 1.0] More bleach means more contrasted and less colorful image
#define FRedCurve			6.0 
#define FGreenCurve			6.0
#define FBlueCurve			6.0
#define BaseCurve			1.5
#define EffectGammaR			1.0
#define EffectGammaG			1.0
#define EffectGammaB			1.0
#define EffectGamma			0.75
#define Linearization			1.3  	//[0.5 to 2.0] Linearizes the color curve
  
   /*-----------------------------------------------------------.
  /                 Second Filmic settings                      /
  '-----------------------------------------------------------*/  
#define ShoulderStrength   1.00   //[0.00 - 2.00]
#define LinearStrength   1.00   //[0.00 - 5.00]
#define LinearAngle   0.50   //[0.00 - 1.00]
#define ToeStrength   1.00   //[0.00 - 2.00]
#define ToeNumerator   0.25   //[0.00 - 0.50]
#define ToeDenominator   1.00   //[0.00 - 2.00]
#define LinearWhite   11.2   //[0.00 - 20.00] 
 
   /*-----------------------------------------------------------.
  /                  ColorMood settings                         /
  '-----------------------------------------------------------*/  
#define fRatio				1.0
#define moodR				1.0
#define moodG				1.1
#define moodB				1.0  
  
   /*-----------------------------------------------------------.
  /                  ColorWashout settings                      /
  '-----------------------------------------------------------*/    
#define ColorSaturation			1.25
#define ColorWashoutThreshold		0.85
#define ColorWashoutPow			1.0
#define ColorWashoutAmount		1.0
#define ColorDullnessAmount 		1.0
#define ExpAdjustment			1.1  
  
   /*-----------------------------------------------------------.
  /                  Desaturation settings                      /
  '-----------------------------------------------------------*/
#define desat_red   0      //Range 0-inf.
#define desat_green   0    //Range 0-inf.
#define desat_blue   0     //Range 0-inf.
#define desat_magenta 0    //Range 0-inf.
   /*-----------------------------------------------------------.
  /                  FinalAdjuster settings                     /
  '-----------------------------------------------------------*/
#define DSaturation			float3(1.0, 1.0, 1.0) //RGB
#define DBrightness			1.0
#define DContrast			0.2
  
  
   /*-----------------------------------------------------------.
  /                  Vibrance settings                          /
  '-----------------------------------------------------------*/
#define Vibrance              0.15  //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. Hardly affects already vibrant colors.
#define Test                  0
#define Tes2                  0
// -- Advanced vibrance settings --
#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  0.15  //[-1.00 to 1.00] The amount of contrast you want
// -- Advanced curves settings --
#define Curves_formula   2     //[1|2|3|4|5|6|7|8|9|10|11|12|14|15] 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, 11 = Cubic Catmull, 12 = Cubic Bezier Spline, 14 = Exp formula alternative, 15 = Mod Cubic Bezier Spline
                               //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(1.00, 0.85, 0.40)  //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower   0.10                      //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower  0.20                      //[0.00 to 1.00] How much to tint the image
   /*-----------------------------------------------------------.
  /                  SKYRIM TONEMAPPING                         /
  '-----------------------------------------------------------*/
#define POSTPROCESS			6 	//[1 to 6] Mode of postprocessing you want. Mode 1 uses V1 values, Mode 2 uses V2 values etc
//
#define	EAdaptationMinV1   		0.05 
#define	EAdaptationMaxV1   		0.125 
#define	EContrastV1   			1.0 
#define	EColorSaturationV1   		1.0 
#define	EToneMappingCurveV1   		6.0 
//	
#define	EAdaptationMinV2 		0.36 
#define	EAdaptationMaxV2 		0.29 
#define	EToneMappingCurveV2 		8.0 
#define	EIntensityContrastV2 		2.5 
#define	EColorSaturationV2		3.2 
#define	EToneMappingOversaturationV2 	180.0 
//
#define	EAdaptationMinV3   		0.001 
#define	EAdaptationMaxV3   		0.025 
#define	EToneMappingCurveV3   		30.0  
#define	EToneMappingOversaturationV3    111160.0 
//
#define	EAdaptationMinV4   		0.2 
#define	EAdaptationMaxV4  		0.125 
#define	EBrightnessCurveV4  		0.7 
#define	EBrightnessMultiplierV4  	0.45 
#define	EBrightnessToneMappingCurveV4   0.3 
//
#define	EAdaptationMinV5   		0.08 
#define	EAdaptationMaxV5   		0.20  
#define	EToneMappingCurveV5   		8  
#define	EIntensityContrastV5   		3.475  
#define	EColorSaturationV5   		4 
#define HCompensateSatV5   		2  
#define	EToneMappingOversaturationV5    180.0 
//
#define	EBrightnessV6Day   		2.5 							
#define EIntensityContrastV6Day   	1.5 					
#define	EColorSaturationV6Day  	 	2.0  					
#define HCompensateSatV6Day   		3.0 						
#define	EAdaptationMinV6Day   		0.64 						
#define	EAdaptationMaxV6Day   		0.24 						
#define	EToneMappingCurveV6Day  	8 
#define	EToneMappingOversaturationV6Day  2500.0 
   /*-----------------------------------------------------------.
  /                 CROSSPROCESS settings                       /
  '-----------------------------------------------------------*/
#define CContrast			0.95  	//[0.5 to 2.00] The names of these values should explain their functions
#define CSaturation			1.12  	//[0.5 to 2.00]
#define CBrightness			-0.052  //[-0.3 to 0.30]
#define CAmount			1.0 	//[0.05 to 1.5]
#define Cross_Red   float2(1.030, 0.040) //[0.00 to 100.00] 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 Cross_Green float2(1.090, 0.010) //[0.00 to 100.00] 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 Cross_Blue  float2(0.780, 0.130) //[0.00 to 100.00] 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
   /*-----------------------------------------------------------.
  /                 REINHARD TONEMAP settings                   /
  '-----------------------------------------------------------*/  
#define ReinhardWhitepoint		4.0 	//[1.0 to 10.0] Point above which everything is pure white
#define ReinhardScale			0.5 	//[0.0 to 2.0] Amount of applied tonemapping
   /*-----------------------------------------------------------.
  /                 REINHARD LINEAR TONEMAP settings            /
  '-----------------------------------------------------------*/  
#define ReinhardLinearWhitepoint	4.4
#define ReinhardLinearPoint		0.06
#define ReinhardLinearSlope		2.25 	//[1.0 to 5.0] how steep the color curve is at linear point. You need color curve understanding to know what this means, just experiment.
   /*-----------------------------------------------------------.
  /                 COLORMOD settings                           /
  '-----------------------------------------------------------*/  
#define ColormodChroma 			 0.78  		// Saturation
#define ColormodGammaR 			 1.05  		// Gamma for Red color channel
#define ColormodGammaG 			 1.05  		// Gamma for Green color channel
#define ColormodGammaB 			 1.05  		// Gamma for Blue color channel
#define ColormodContrastR 		 0.50  		// Contrast for Red color channel
#define ColormodContrastG 		 0.50  		// ...
#define ColormodContrastB 		 0.50  		// ...
#define ColormodBrightnessR 		 -0.08  	// Brightness for Red color channel
#define ColormodBrightnessG 		 -0.08  	// ...
#define ColormodBrightnessB 		 -0.08  	// ...
   /*-----------------------------------------------------------.
  /                 SPHERICAL TONEMAP settings                  /
  '-----------------------------------------------------------*/ 
#define sphericalAmount 		1.0	//[0.0 to 2.0] Amount of spherical tonemapping applied...sort of
  
  /*-----------------------------------------------------------.
  /                  Color Blind Correction settings            /
  '-----------------------------------------------------------*/
#define COLORBLIND_MODE  2  //[1, 2 or 3] 1 = Protanope, 2 = Deuteranope, 3 = Tritanope
   /*-----------------------------------------------------------.
  /                  Post Sharpen settings                      /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define psharp_strength  0.65   //[0.10 to 3.00]   Strength of the sharpening
#define psharp_clamp     0.035  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings --
#define ppattern         2      //[1|2|3|4|8|9] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped, 8 = Normal + more texture passes, 9 = Pyramid with more taps
#define poffset_bias     1.0    //[0.0 to 6.0]  Offset bias adjusts the radius of the sampling pattern. Lower makes finer details less affected.
                                //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)
   /*-----------------------------------------------------------.
  /                  Vignette settings                          /
  '-----------------------------------------------------------*/
#define VignetteType    1     //[1|2|3]         1 = Original, 2 = New, 3 = TV style
#define VignetteRatio   1.78  //[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. 1.78 (16/9).
#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.
   /*-----------------------------------------------------------.
  /                  HD6Vignette settings                       /
  '-----------------------------------------------------------*/
#define LEFTANDRIGHT 			0	//[0 or 1] self-explaining, I think. Keep only one of these 3 booleans enabled!!		
#define TOPANDBOTTOM 			1	//[0 or 1] self-explaining, I think. Keep only one of these 3 booleans enabled!!			
#define CORNERDARKEN 			0	//[0 or 1] self-explaining, I think. Keep only one of these 3 booleans enabled!!			
#define SquareTop			0.58
#define SquareBottom			0.58
#define CircularPower			0.0	//[0.0 to 100000.0] amount of circularism (new word invented hoho), 0 means linear vignette, 100000.0 means rougly total circle
#define ColorDistortion			0.0     //[0.0 to 5.0] distorts the colors a bit
#define ContrastSharpen			11.6
#define VignetteBorder			6.5
 
 
   /*-----------------------------------------------------------.
  /                  BorisVignette settings                     /
  '-----------------------------------------------------------*/
#define EVignetteAmount			2.9	//[0.0 to 5.0] self-explaining variable name
#define EVignetteCurve			1.5	//[0.0 to 5.0] self-explaining variable name
#define EVignetteRadius			0.8	//[0.0 to 5.0] self-explaining variable name
#define VIGNCOLORING			1	//[0 or 1] enables color override, RGB controls below.			
#define VIGNREDAMOUNT			2.5		
#define VIGNGREENAMOUNT			2.5		
#define VIGNBLUEAMOUNT			2.5
 
   /*-----------------------------------------------------------.
  /                  Blur settings                              /
  '-----------------------------------------------------------*/
#define blur_range	0.05	//[0.00 to 1.00]
#define use_h_blur      0       //[0 or 1]
 
   /*-----------------------------------------------------------.
  /                  Dither settings                            /
  '-----------------------------------------------------------*/
#define dither_method  1  //[1 or 6] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering), 3 = New Dithering, 4 = A Dither Dithering, 5 = New Ordered dithering, 6 = Checkerboard Ordered 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.
   /*-----------------------------------------------------------.
  /                  SWFXBorder settings                        /
  '-----------------------------------------------------------*/
#define border_width float2(0,1)        //[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(180, 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.
   /*-----------------------------------------------------------.
  /                  Moviebars settings                         /
  '-----------------------------------------------------------*/
#define HeightTop 0.12 //[0.00 to 1.00] 
#define HeightDown 0.88 //[0.00 to 1.00]
#define MBColor    0.0  //[0.00 to 1.00] 0.0 black 1.0 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  1.0  //[0.00 to 1.00] Adjust the strength of the effect
   /*-----------------------------------------------------------.
  /                       SinCity settings                       /
  '-----------------------------------------------------------*/
#define sincity_strength  0.6 //[0.00 to 1.00] Adjust the strength of the effect
   /*-----------------------------------------------------------.
  /                       Color Hue Fx settings                 /
  '-----------------------------------------------------------*/
#define USE_COLORSAT 		0                       //[0 or 1] This will use original color saturation as an added limiter to the strength of the effect
#define ccFilterLuma float3(0.2125, 0.7154, 0.0721) //Luma
#define hueColor  			121                     //[0.0 to 360.0] Hue (rotation around the color wheel) of the color which you want to keep
#define hueRange  			0.1	                    //[0.0 to 1.0] Range of different hue's around the hueMid that will also kept. Using a max range of 1.0 will allow the reverse of the effect where it will only filter a specific hue to B&W
#define satLimit 			2.9	                    //[0.0 to 4.0] Saturation control, better keep it higher than 0 for strong colors in contrast to the gray stuff around
#define fxcolorMix 			0.8	                    //[0.0 to 1.0] Interpolation between the original and the effect, 0 means full original image, 1 means full grey-color image.
   /*-----------------------------------------------------------.
  /                       Leifx Reduct settings                 /
  '-----------------------------------------------------------*/
#define DITHERAMOUNT	 0.0    // was 0.33f
#define DITHERBIAS		 8		// -XXX to XXX, biases the value of the dither up.  - was 8
#define Dcolor           8     // 32 - 32bit color, 16 - 16bit color and etc...
 
   /*-----------------------------------------------------------.
  /                       Leifx Filter settings                 /
  '-----------------------------------------------------------*/
#define		FILTCAP		0.0313725490196078	// filtered pixel should not exceed this 
#define		FILTCAPG	0.0156862745098039	
   /*-----------------------------------------------------------.
  /                       Leifx Gamma settings                 /
  '-----------------------------------------------------------*/  
#define		GAMMA_LEVEL 	1.3	// 1.3 = Voodoo2. 1.7 = Voodoo Graphics  
  
   /*-----------------------------------------------------------.
  /                  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 ; 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
     
    
Re-upload the mega pack please, please? please! please.
not work