/*-----------------------------------------------------------.   
  /                       Description                           /
  '------------------------------------------------------------/
Game: Dead State Reanimated	
SweetFX version: ReShade 0.19.2 Public Beta with SweetFX 2.0 Beta 8
Author: Nukvil (DovganYriu)
Description: NEW VISION
   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : 
Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens 
jagged lines using the FXAA technique
#define USE_CARTOON           0 //[0 or 1] Cartoon : "Toon"s the image.
#define USE_LEVELS            1 //[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             1 //[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       1 //[0 or 1] LumaSharpen : Also sharpens the 
antialiased edges which makes them less smooth - I'm working on fixing 
that.
#define USE_GAUSSIAN          1 //[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       1 //[0 or 1] TECHNICOLOR : Attempts to mimic 
the look of an old movie using the Technicolor three-strip color process 
(Techicolor Process 4)
#define USE_DPX               0 //[0 or 1] Cineon DPX : Should make the image 
look like it's been converted to DXP Cineon - basically it's another movie-
like look similar to technicolor.
#define USE_MONOCHROME        0 //[0 or 1] Monochrome : Monochrome 
makes the colors disappear.
#define USE_LIFTGAMMAGAIN     1 //[0 or 1] Lift Gamma Gain : Adjust 
brightness and color of shadows, midtones and highlights (avoids 
clipping)
#define USE_TONEMAP           1 //[0 or 1] Tonemap : Adjust gamma, exposure, 
saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE          1 //[0 or 1] Vibrance : Intelligently saturates (or 
desaturates if you use negative values) the pixels depending on their 
original saturation.
#define USE_CURVES            1 //[0 or 1] Curves : Contrast adjustments using 
S-curves.
#define USE_SEPIA             0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE          0 //[0 or 1] Vignette : Darkens the edges of the 
image to make it look more like it was shot with a camera lens. May cause 
banding artifacts.
#define USE_DITHER            1 //[0 or 1] Dither : Applies dithering to simulate 
more colors than your monitor can display. This lessens banding artifacts 
(mostly caused by Vignette)
#define USE_BORDER            0 //[0 or 1] Border : 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.
   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define SMAA_THRESHOLD         0.2          // [0.05 to 0.20] Edge detection 
threshold. If SMAA misses some edges try lowering this slightly. I prefer 
between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS  98           // [0 to 98] Determines the 
radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16           // [0 to 16] Determines 
the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING   100           // [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 39      //[1 to 39] Choose the quality preset. 
39 is the highest quality.
#define fxaa_Subpix 0.400            //[0.000 to 1.000] Choose the amount of 
sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.250     //[0.000 to 1.000] Edge detection 
threshold. The minimum amount of local contrast required to apply 
algorithm.
#define fxaa_EdgeThresholdMin 0.060  //[0.000 to 1.000] Darkness 
threshold. Trims the algorithm from processing darks.
   /*-----------------------------------------------------------.
  /                  Cartoon settings                           /
  '-----------------------------------------------------------*/
#define CartoonPower 1.0             //[0.1 to 10.0] Amount of effect you want.
   /*----------------------------------------------------------.
  /                       Levels settings                      /
  '----------------------------------------------------------*/
#define Levels_black_point     1          // [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     252          // [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 CRTResolutionX       1920     //[1 to 2048]     Original input width of 
the game (ie. 320)
#define CRTResolutionY       1080     //[1 to 2048]     Original input height of 
the game (ie. 240)
#define CRTgamma             2.2     //[0.0 to 4.0]    Gamma of simulated CRT 
(default 2.4)
#define CRTmonitorgamma      2.2     //[0.0 to 4.0]    Gamma of display 
monitor (typically 2.2 is correct)
#define CRTBrightness        2.1     //[1.0 to 3.0]    Used to boost brightness a 
little. Default is 1.0
#define CRTScanlineIntensity 0.0     //[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   1.2     //[0.0 to 2.0]       Curvature Radius (only 
effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize        0.0300  //[0.0000 to 0.0020] Higher values, more 
rounded corner. Default is 0.001
#define CRTDistance          4.00    //[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            0.00   //[-0.20 to 0.20]    Tilt angle in radians (Y 
coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan          1.02    //[1.00 to 1.10]     Overscan (e.g. 1.02 for 
2% overscan). Default is 1.01
#define CRTOversample        1       //[0 or 1]           Enable 3x oversampling of 
the beam profile (warning : performance hit)
   /*-----------------------------------------------------------.
  /                  Bloom settings                             /
  '-----------------------------------------------------------*/
#define BloomThreshold     25.00       //[0.00 to 50.00] Threshold for what is 
a bright light (that causes bloom) and what isn't.
#define BloomPower          1.500      //[0.000 to 8.000] Strength of the bloom
#define BloomWidth          0.3750     //[0.0000 to 1.0000] Width of the bloom
   /*-----------------------------------------------------------.
  /                  HDR settings                               /
  '-----------------------------------------------------------*/
#define HDRPower 1.50  //[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         1.30         // [0.10 to 3.00] Strength of the 
sharpening
#define sharp_clamp            0.034        // [0.000 to 1.000] Limits maximum 
amount of sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings --
#define pattern                3            // [1|2|3|4] Choose a sample pattern. 1 = 
Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias            0.80         // [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 1        //[0|1|2|3]        0 = Blur, 1 = Unsharpmask 
(expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 1       //[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 0   //[0|1|2]          "Temperature" of the bloom - 
0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold 0.50  //[0.00 to 1.00]   [DX10/11 only] Threshold 
for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure 43.0   //[0.00 to 100.00] [DX10/11 only] Exposure of 
the effect (the lower the brighter)#define GaussStrength        0.36     //[0.00 
to 1.00]   Amount of effect blended into the final image
   /*-----------------------------------------------------------.
  /                  Film grain settings                        /
  '-----------------------------------------------------------*/
#define FilmGrainIntensity 0.5  //[0.00 to 1.00] Intensity of grain. Default is 
0.46
#define FilmGrainExposure 50     //[0 to 100]     Grain Exposure. Default is 
40 (Lower -> darker noise)
#define FilmGrainSize 3          //[0 to 10]      Size of the grain. Default is 2 
(Higher -> thinner noise)
   /*-----------------------------------------------------------.
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount           0.04         // [0.00 to 1.00] 
#define TechniPower            4.5          // [0.00 to 8.00] 
#define redNegativeAmount      1.0          // [0.00 to 1.00] 
#define greenNegativeAmount    1.0          // [0.00 to 1.00] 
#define blueNegativeAmount     0.3          // [0.00 to 1.00] 
   /*-----------------------------------------------------------.
  /                  Cineon DPX settings                        /
  '-----------------------------------------------------------*/
#define Red   7.0  //[1.0 to 15.0]
#define Green 7.0  //[1.0 to 15.0]
#define Blue  7.0  //[1.0 to 15.0]
#define ColorGamma    1.85 //[0.1 to 2.5] Adjusts the colorfulness of the 
effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 0.4  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 
is neutral.
#define RedC   0.460  //[0.60 to 0.20]
#define GreenC 0.452 //[0.60 to 0.20]
#define BlueC  0.455  //[0.60 to 0.20]
#define Blend 0.10    //[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(0.999, 0.999, 0.999) // [0.000 to 2.000] 
Adjust shadows for Red, Green and Blue
#define RGB_Gamma              float3(1.009, 1.008, 1.008) // [0.000 to 2.000] 
Adjust midtones for Red, Green and Blue
#define RGB_Gain               float3(1.011, 1.010, 1.012) // [0.000 to 2.000] 
Adjust highlights for Red, Green and Blue
   /*-----------------------------------------------------------.
  /                  Tonemap settings                           /
  '-----------------------------------------------------------*/
#define Gamma      	    0.952           //[0.000 to 2.000] Adjust midtones. 1.000 
is neutral. This setting does exactly the same as the one in Lift Gamma Gain, 
only with less control.
#define Exposure            0.008           //[-1.000 to 1.000] Adjust exposure
#define Saturation 	   -0.016           //[-1.000 to 1.000] Adjust saturation
#define Bleach              0.002           //[0.000 to 1.000] Brightens the shadows 
and fades the colors
#define Defog               0.004           //[0.000 to 1.000] How much of the color 
tint to remove
#define FogColor float3(-0.33, -0.33, -0.36) //[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               0.60        // [-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(0.15, 0.15, 0.15) // [-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     2   //[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 0.4 //[-1.00 to 1.00] The amount of contrast you 
want
// -- Advanced curve settings --
#define Curves_formula     3 //[1|2|3|4|5|6|7|8|9|10] The contrast s-
curve you want to use.
                             //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = 
Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
                             //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = 
Half-circles.
                             //Note that Technicolor Cinestyle is practically identical to 
Sine, but runs slower. In fact I think the difference might only be due to 
rounding errors.
                             //I prefer 2 myself, but 3 is a nice alternative with a little 
more effect (but harsher on the highlight and shadows) and it's the fastest 
formula.
							 
   /*-----------------------------------------------------------.
  /                  Sepia settings                             /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 
to 2.55] What color to tint the image
#define GreyPower  0.11                    //[0.00 to 1.00] How much desaturate 
the image before tinting it
#define SepiaPower 0.58                    //[0.00 to 1.00] How much to tint the 
image
   /*-----------------------------------------------------------.
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteRadius 0.97   //[-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 8       //[1 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, 0.350)  //[0.00 to 1.00] Center of effect.
   /*-----------------------------------------------------------.
  /                  Dither settings                            /
  '-----------------------------------------------------------*/
#define dither_method 1  //[1 or 2] 1 = Ordering dithering (good and very 
fast), 2 = Random dithering (even better dithering but not as fast)
//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                            /
  '-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.
   /*-----------------------------------------------------------.
  /                  Splitscreen settings                       /
  '-----------------------------------------------------------*/
#define splitscreen_mode 3  //[1|2|3|4|5]  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
   /*-----------------------------------------------------------.
  /                  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