/*******************************************
*
* This file has been generated by RadeonPro
* from a user defined profile
*
* http://www.radeonpro.info
*
*******************************************/
#define USE_SMAA_ANTIALIASING 1
#define USE_LUMASHARPEN 1
#define USE_BLOOM 1
#define USE_HDR 1
#define USE_TECHNICOLOR 0
#define USE_DPX 0
#define USE_LIFTGAMMAGAIN 1
#define USE_TONEMAP 1
#define USE_VIBRANCE 1
#define USE_CURVES 1
#define USE_SEPIA 0
#define USE_VIGNETTE 0
#define USE_DITHER 1
/*
LumaSharpen settings
*/
#define sharp_strength 0.3 // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 1 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
#define pattern 2 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 6 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
#define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
/*
Bloom settings
*/
#define BloomThreshold 40 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 4.3 // [0.000 to 8.000] Strength of the bloom
#define BloomWidth 1 // [0.0000 to 1.0000] Width of the bloom
/*
HDR settings
*/
#define HDRPower 1.0 // [0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2 0.80 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
/*
Technicolor settings
*/
#define TechniAmount 0.46 // [0.00 to 1.00]
#define TechniPower 4.0 // [0.00 to 8.00]
#define redNegativeAmount 0.74 // [0.00 to 1.00]
#define greenNegativeAmount 0.83 // [0.00 to 1.00]
#define blueNegativeAmount 0.9 // [0.00 to 1.00]
/*
Cineon DPX settings
*/
#define Red 10.0 // [1.0 to 15.0]
#define Green 10.0 // [1.0 to 15.0]
#define Blue 10.0 // [1.0 to 15.0]
#define ColorGamma 0.74 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 0.68 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.52 // [0.60 to 0.20]
#define GreenC 0.49 // [0.60 to 0.20]
#define BlueC 0.46 // [0.60 to 0.20]
#define Blend 0.2 // [0.00 to 1.00] How strong the effect should be
/*
Lift Gamma Gain settings
*/
#define RGB_Lift float3(0.98,0.98,0.98) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1,0.967,1) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.106,1.09,1.20) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
/*
Tonemap settings
*/
#define Gamma 1.000 // [0.000 to 2.000] Adjust midtones
#define Exposure 0.000 // [-1.000 to 1.000] Adjust exposure
#define Saturation 0.038 // [-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 0.03 // [0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(1,1,1) // [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 0.50 // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
/*
Curves settings
*/
#define Curves_contrast 0.35 // [-1.00 to 1.00] The amount of contrast you want
#define Curves_formula 7 // [1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
/*
Sepia settings
*/
#define ColorTone float3(1.0,1.0,1.0) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower 0.0 // [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 VignetteRadius 1.00 // [-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -0.40 // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 2 // [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
*/