Improved anti aliasing by Black Eagle
Feel free to add me on battlelog
http://battlelog.battlefield.com/bf4/user/V_Black_Eagle___/
This may cause huge fps lags on older gpu's
   /*-----------------------------------------------------------.
  /                      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 1 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines 
using the FXAA technique
#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_EXPLOSION         0 //[0 or 1] Explosion : Scatters the pixels, making the 
image look fuzzy.
#define USE_CARTOON           0 //[0 or 1] Cartoon : "Toon"s the image.(Interferes with 
SMAA, CRT, Bloom, HDR and Lumasharpen)
#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_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_BLOOM             0 //[0 or 1] Bloom : Makes bright lights bleed their 
light into their surroundings (relatively high performance cost)
#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_LUMASHARPEN       0 //[0 or 1] LumaSharpen : Also sharpens the antialiased 
edges which makes them less smooth - I'm working on fixing that.
#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_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               1 //[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_LIFTGAMMAGAIN     0 //[0 or 1] Lift Gamma Gain : Adjust brightness and 
color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP           0 //[0 or 1] Tonemap : Adjust gamma, exposure, 
saturation, bleach and defog. (may cause clipping)
#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_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 : Makes the screenedge black as a 
workaround for the bright edge that forcing some AA modes sometimes causes.
#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 0.5           //[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 62     //[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 90       //[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 39] Choose the quality preset. 39 is the 
highest quality.
#define fxaa_Subpix 0.9            //[0.000 to 1.000] Choose the amount of sub-pixel 
aliasing removal.
#define fxaa_EdgeThreshold 0.04    //[0.000 to 1.000] Edge detection threshold. The 
minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.4  //[0.000 to 1.000] Darkness threshold. Trims the 
algorithm from processing darks.
   /*-----------------------------------------------------------.
  /                       Chromatic aberration                  			
							/
  '-----------------------------------------------------------*/
#define outfocus  0.016                     //[0.00 to 1.000] How strong the effect 
should be.
   /*-----------------------------------------------------------.
  /                     Explosion settings                      /
  '-----------------------------------------------------------*/
#define Explosion_Radius    1.0     //[0.2 to 100.0] Amount of effect you want.
   /*-----------------------------------------------------------.
  /                      Cartoon settings                       /
  '-----------------------------------------------------------*/
#define CartoonPower         0.15     //[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.
   /*----------------------------------------------------------.
  /                       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).
   /*----------------------------------------------------------.
  /                    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)
   /*-----------------------------------------------------------.
  /                  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 1.446     //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom
   /*-----------------------------------------------------------.
  /                  HDR settings                               /
  '-----------------------------------------------------------*/
#define HDRPower 1.00  //[0.00 to 8.00] Strangely lowering this makes the image 
brighter
#define radius2  0.85  //[0.00 to 8.00] Raising this seems to make the effect stronger 
and also brighter
   /*-----------------------------------------------------------.
  /                  LumaSharpen settings                       /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.85   //[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] 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)
   /*-----------------------------------------------------------.
  /                  Gaussian Blur settings                     /
  '-----------------------------------------------------------*/
#define GaussEffect 2        //[0|1|2|3]        0 = Blur, 1 = Unsharpmask (expensive), 
2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 3       //[0|1|2|3]        Warning: 2 and 3 are expensive. Default 
is 1
#define GaussSigma 2       //[1 to 4]         The higher the wider blur/bloom is (only 
effective when Bloom selected)
#define GaussBloomWarmth 1   //[0|1|2]          "Temperature" of the bloom - 0 = 
neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold 0.73  //[0.00 to 1.00]   [DX10/11 only] Threshold for what is a 
bright light (that causes bloom) and what isn't.
#define GaussExposure 31.0   //[0.00 to 100.00] [DX10/11 only] Exposure of the effect 
(the lower the brighter)
#define GaussStrength 0.013  //[0.00 to 1.00]   Amount of effect blended into the final 
image
   /*-----------------------------------------------------------.
  /                  Film grain settings                        /
  '-----------------------------------------------------------*/
#define FilmGrainIntensity 0.45  //[0.00 to 1.00] Intensity of grain. Default is 0.46
#define FilmGrainExposure 42     //[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)
   /*-----------------------------------------------------------.
  /                  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   9.1  //[1.0 to 15.0]
#define Green 9.1  //[1.0 to 15.0]
#define Blue  9.3  //[1.0 to 15.0]
#define ColorGamma    1.2  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a 
manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 2.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is 
neutral.
#define RedC   0.33  //[0.60 to 0.20]
#define GreenC 0.36  //[0.60 to 0.20]
#define BlueC  0.37  //[0.60 to 0.20]
#define Blend 0.23    //[0.00 to 1.00] How strong the effect should be
   /*-----------------------------------------------------------.
  /                  Monochrome settings                        /
  '-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage 
of RGB to include (should sum up to 1.00)
   /*-----------------------------------------------------------.
  /                  Lift Gamma Gain settings                   /
  '-----------------------------------------------------------*/
#define RGB_Lift  float3(0.971, 1.000, 1.010)  //[0.000 to 2.000] Adjust shadows for 
Red, Green and Blue
#define RGB_Gamma float3(0.971, 1.000, 1.010)  //[0.000 to 2.000] Adjust midtones for 
Red, Green and Blue
#define RGB_Gain  float3(1.005, 1.000, 1.060)  //[0.000 to 2.000] Adjust highlights for 
Red, Green and Blue
   /*-----------------------------------------------------------.
  /                  Tonemap settings                           /
  '-----------------------------------------------------------*/
#define Gamma 1.0                      //[0.000 to 2.000] Adjust midtones
#define Exposure 0.0                     //[-1.000 to 1.000] Adjust exposure
#define Saturation 0.20                   //[-1.000 to 1.000] Adjust saturation
#define Bleach 0.0                       //[0.000 to 1.000] Brightens the shadows and 
fades the colors
#define Defog 0.0                       //[0.000 to 1.000] How much of the color tint 
to remove
#define FogColor float3(0.0, 0.0, 0.0) //[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     0.15  //[-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, 1.00, 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 0.53 //[-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(1.0, 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 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 -0.40  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 
1.00 = Max White.
#define VignetteSlope      6  //[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(1,1)     //[0 to 2048, 0 to 2048] (X,Y)-width of the 
border. Measured in pixels.
#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
   /*-----------------------------------------------------------.
  /                  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
// key_screenshot     = 44
// key_reload_sweetfx = 19
   /*-----------------------------------------------------------.
  /                  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
     
    
ahh forgot to mention i also added slight color correction = more realistic colors
bf2 colors has always been shit