1 hour, 8 minutes ago
The best Hd Colors Sweet Fx Porra
Preset description:
BEST COLORS
BEST HD TEXTURES
BEST OF THE BEST EFECT OF RENDERS IN GAMES
BEST LIGTHS AND SHADOWS
BEST POINTS BLACK AND WHITE
ENJOY!!
/*---------------------------------------------------
--------.
/ Description
/
'----------------------------------------------------
--------/
Game:BATMAN:ARKHAM KNIGHT
Preset: Luiz
SweetFX: Sweet Fx Brasil Hd in colors- porra!!
API hook: Reshade by Crosire
Modification: pr0cesor/Derp
This is a preview release meant to allow users to
beta test SweetFXs 2.0 new injector called ReShade.
More features, bugfixes and performance optimizations
will come before release.
Hope you enjoy SweetFX and ReShade.
- CeeJay.dk
//============================================//
// Choose //
// Effects //
//============================================*/
// Effects are listed in the order that they are
applied.
// Set to 1 for ON or 0 for OFF
#define USE_SMAA 1 //[0 or 1]
SMAA Anti-aliasing : Smoothens jagged lines using the
SMAA technique.
#define USE_FXAA 0 //[0 or 1]
FXAA Anti-aliasing : Smoothens jagged lines using the
FXAA technique.
#define USE_ASCII 0 //[0 or 1]
Ascii : Converts the image to Ascii-art.
#define USE_CARTOON 0 //[0 or 1]
Cartoon : "Toon"s the image.
#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 : Mimics the look of a cheap
camera lens, by distorting the colors.
#define USE_ADVANCED_CRT 0 //[0 or 1]
Advanced CRT : Simulates an old CRT TV display. (has
a very high performance cost)
#define USE_PIXELART_CRT 0 //[0 or 1]
PixelArt CRT : Scanlines for pixel art (high
performance cost)
#define USE_BLOOM 0 //[0 or 1]
Bloom : Makes bright lights bleed their light into
their surroundings (relatively high performance cost)
#define USE_HDR 1 //[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 : Sharpens the image.
#define USE_LENS_DISTORTION 0 //[0 or 1] Cubic
Lens Distortion : Distorts the lens cubicly. (WIP)
#define USE_NOSTALGIA 0 //[0 or 1]
Nostalgia : Remember when you played that game you
always played on that first system of yours? You
don't? Well here is a reminder.
#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_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_TECHNICOLOR2 0 //[0 or 1]
TECHNICOLOR 2 : Yet another Technicolor effect - not
sure if this stays or not. Let me know if you like
it.
#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_COLORMATRIX 0 //[0 or 1]
Color Matrix : Allows color modification using a
user-defined color matrix.
#define USE_LIFTGAMMAGAIN 1 //[0 or 1]
Lift Gamma Gain : Adjust brightness and color of
shadows, midtones and highlights.
#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_FILMGRAIN 0 //[0 or 1]
Film Grain : Adds film grain to the image.
#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_BORDER 0 //[0 or 1]
Border : Can be used to create letterbox borders
around the image.
#define USE_SPLITSCREEN 0 //[0 or 1]
Splitscreen : Enables the before-and-after
splitscreen comparison mode.
#define USE_TRANSITION 0 //[0 or 1]
Transition : Shows a welcome screen and then
transitions to the regularly scheduled programming
#define USE_DISPLAY_DEPTH 0 //[0 or 1]
Display Depth : Enables the possibility to display
the depth buffer - You will still need to toogle it
on/off with (*) in-game
#define USE_CUSTOM 0 //[0 or 1]
Custom : Write your own shader by editing custom.h,
and then enable it here.
//===========================================//
// Ascii //
// Settings //
//===========================================//
#define Ascii_input_image 1
//[1 or 2] 1 = Color
buffer, 2 = Depth buffer.
#define Ascii_spacing 1
//[0 to 9]
Determines the spacing between characters. I feel 1
to 3 looks best.
#define Ascii_font 1
//[1 or 2] 1 = 5x5
font, 2 = 3x5 font
#define Ascii_font_color float3(255, 255, 255)
//[0 to 255, 0 to
255, 0 to 255] What color the font should be. In
integer RGB colors.
#define Ascii_background_color float3(0, 0, 0)
//[0 to 255, 0 to
255, 0 to 255] What color the background should be.
In integer RGB colors.
#define Ascii_swap_colors 0
//Swaps the font and
background color when you are too lazy to edit the
settings above (I know I am)
#define Ascii_invert_brightness 0
//[0 or 1]
#define Ascii_font_color_mode 1
//[0 to 2] 0 =
font_color, 1 = image color, 2 = colorized grayscale
//===========================================//
// SMAA Anti Aliasing //
// Settings //
//===========================================//
#define SMAA_THRESHOLD 0.08
//[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 25
//[0 to 98]
Determines the radius SMAA will search for aliased
edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 12
//[0 to 16]
Determines the radius SMAA will search for diagonal
aliased edges
#define SMAA_CORNER_ROUNDING 25
//[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 SMAA_EDGE_DETECTION 2
//[1|2|3] 1 =
Luma edge detection, 2 = Color edge detection, 3 =
Depth edge detection
#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.
// -- SMAA Predication settings --
#define SMAA_PREDICATION 0
//[0 or 1]
Enables predication which uses BOTH the color and the
depth texture for edge detection to more accurately
detect edges.
#define SMAA_PREDICATION_THRESHOLD 0.09
//
Threshold to be used in the depth buffer.
#define SMAA_PREDICATION_SCALE 1.0
// How much to scale
the global threshold used for luma or color edge
detection when using predication
#define SMAA_PREDICATION_STRENGTH 20.4
// How much to
locally decrease the threshold.
// -- Debug SMAA settings --
#define SMAA_DEBUG_OUTPUT 0
//[0 to 4] 0
= Normal, 1 = edgesTex, 2 = blendTex, 3 = areaTex, 4
= searchTex - Only for troubleshooting. Users don't
need to mess with this.
//===========================================//
// FXAA Anti Aliasing //
// Settings //
//===========================================//
#define FXAA_QUALITY__PRESET 9
//[1
to 9] Choose the quality preset. 9 is the highest
quality.
#define fxaa_Subpix 0.35
//
[0.000 to 1.000] Choose the amount of sub-pixel
aliasing removal. Higher values makes the image
softer/blurrier.
#define fxaa_EdgeThreshold 0.01
//
[0.000 to 1.000] Edge detection threshold. The
minimum amount of local contrast required to apply
algorithm. Similar to SMAA_THRESHOLD
#define fxaa_EdgeThresholdMin 0.01
//
[0.000 to 1.000] Darkness threshold. Pixels darker
than this are not processed in order to increase
performance.
//===========================================//
// Explosion //
// Settings //
//===========================================//
#define Explosion_Radius 2.0
//[0.2 to 100.0]
Amount of effect you want.
//===========================================//
// Chromatic Aberration //
// Settings //
//===========================================//
#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 Chromatic_strength 0.1
//Adjust the strength
of the effect.
//===========================================//
// 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
255 //[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.
// -- 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.
//===========================================//
// Cartoon //
// Settings //
//===========================================//
#define CartoonPower 1.5
//[0.1 to
10.0] Amount of effect you want.
#define CartoonEdgeSlope 1.5
//[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.
//===========================================//
// Advanced CRT //
// Settings //
//===========================================//
#define CRTAmount 1.00
//[0.00 to
1.00] Amount of CRT effect you want
#define CRTResolution 2.0
//
[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 0
//[[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 1
//[0 or 1]
Enable 3x oversampling of the beam profile
(warning : performance hit)
//===========================================//
// Pixel-Art CRT //
// Settings //
//===========================================//
// -- 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
//
//===========================================//
// 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 1.50
//[0.00 to
8.00] Strangely lowering this makes the image
brighter
#define radius2 1.00
//[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 0.040 //[0.000 to 1.000]
Limits maximum amount of sharpening a pixel recieves
- Default is 0.035
// -- Advanced sharpening settings --
#define pattern 1 //[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)
//===========================================//
// Nostalgia //
// Settings //
//===========================================//
//Nothing here yet, but you will get to set the
palette to use and toggle dithering, and maybe
pixelate the image .. once the effect is done.
//For now it just displays the image with a C64
palette
//===========================================//
// Technicolor //
// Settings //
//===========================================//
#define TechniAmount 0.40
//[0.00 to
1.00]
#define TechniPower 4.00
//[0.00 to
8.00]
#define redNegativeAmount 0.88
//[0.00 to
1.00]
#define greenNegativeAmount 0.88
//[0.00 to
1.00]
#define blueNegativeAmount 0.88
//[0.00 to
1.00]
//===========================================//
// Technicolor2 //
// Settings //
//===========================================//
#define Technicolor2_Red_Strength 0.2
//
[0.05 to 1.0] Color Strength of Red channel. Higher
means darker and more intense colors.
#define Technicolor2_Green_Strength 0.2
//[0.05 to
1.0] Color Strength of Green channel. Higher means
darker and more intense colors.
#define Technicolor2_Blue_Strength 0.2
//
[0.05 to 1.0] Color Strength of Blue channel. Higher
means darker and more intense colors.
#define Technicolor2_Brightness 1.0
//
[0.5 to 1.5] Brightness Adjustment, higher means
brighter image.
#define Technicolor2_Strength 1.0
//
[0.0 to 1.0] Strength of Technicolor effect. 0.0
means original image.
#define Technicolor2_Saturation 0.7
//
[0.0 to 1.5] Additional saturation control since
technicolor tends to oversaturate the image.
//===========================================//
// Cineon DPX //
// Settings //
//===========================================//
#define Red
8.0
//[1.0 to 15.0]
#define Green
8.0
//[1.0 to 15.0]
#define Blue
8.0
//[1.0 to 15.0]
#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.
#define DPXSaturation
3.0 //
[0.0 to 8.0] Adjust saturation of the effect. 1.0 is
neutral.
#define RedC
0.36
//[0.60 to 0.20]
#define GreenC
0.36
//[0.60 to 0.20]
#define BlueC
0.34
//[0.60 to 0.20]
#define Blend
0.2
//[0.00 to 1.00] How strong the effect should be.
//===========================================//
// Monochrome //
// Settings //
//===========================================//
#define Monochrome_conversion_values float3(0.21,
0.72, 0.07) //[0.00 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
#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
#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(1.01, 0.99, 0.97) //[0.000 to
2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma
float3(1.0, 1.0, 1.0) //[0.000 to 2.000]
Adjust midtones for Red, Green and Blue
#define RGB_Gain
float3(1.0, 1.0, 0.98) //[0.000 to 2.000]
Adjust highlights for Red, Green and Blue
//Note that a value of 1.000
is a neutral setting that leave the color unchanged.
//===========================================//
// Tonemap //
// Settings //
//===========================================//
#define Gamma
0.88 //
[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
0.000 //[-
1.000 to 1.000] Adjust exposure
#define Saturation
-0.16
//[-1.000 to 1.000] Adjust saturation
#define Bleach
-0.04 //
[0.000 to 1.000] Brightens the shadows and fades the
colors
#define Defog
0.400 //
[0.000 to 1.000] How much of the color tint to remove
#define FogColor
float3(0.005, 0.02, 0.01) //[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
0.24 //[-
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(1.4,
1.0, 1.8) //[-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 other
//===========================================//
// 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
0.4 //[-
1.00 to 1.00] The amount of contrast you want
// -- Advanced curve settings --
#define Curves_formula
1
//[1|2|3|4|5|6|7|8|9|10|11] 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 =
Polynomial split.
//Note that Technicolor
Cinestyle is practically identical to Sine, but runs
slower.
//I prefer 2 myself, but 3 is
a nice alternative with a little more effect 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
//===========================================//
// Daltonize //
// Settings //
//===========================================//
#define Daltonize_type
1 //
[1|2|3] Type of colorblindness. 1 = Protanopia
(missing red spectrum), 2 = Deuteranopia (missing
green spectrum)
// 3 = Tritanopia (missing
blue spectrum)
//===========================================//
// Film Grain //
// Settings //
//===========================================//
#define FilmGrain_intensity 0.55
//[0.00 to
1.00] How visible the grain is. Higher is more
visible.
#define FilmGrain_variance 0.40
//[0.00 to
1.00] Controls the variance of the gaussian noise.
Lower values look smoother.
#define FilmGrain_SNR 4
//[0
to 16] Higher Signal-to-Noise Ratio values give less
grain to brighter pixels. 0 disables this feature.
// -- Advanced Film Grain settings --
#define FilmGrain_mean
0.50 //
[0.00 to 1.00] The average mean of the gaussian
noise. Probably best kept at the middle value (0.50)
//A sideeffect of the Film
Grain effect is that it also dithers the screen.
//You don't need both the
Film Grain and the Dither effect enabled at the same
time.
//===========================================//
// 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
-1.00 //[-
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 //
//===========================================//
#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(0,0) //[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(3.0 / 4.0) //
[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(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] 1 = Vertical 50/50 split, 2 = Vertical
25/50/25 split, 3 = Vertical 50/50 angled split,
//[4|5|6] 4 = Horizontal
50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy
vertical 50/50 split
//===========================================//
// Transition //
// Settings //
//===========================================//
#define Transition_time 5000
//[1
to 60000] Milliseconds the transition lasts (1000
milliseconds is 1 second)
#define Transition_texture
"curtain.jpg" //
["filename"] Filename for the texture to use. Put
your custom textures in SweetFX/Textures/
#define Transition_texture_width 1920
//Image width.
#define Transition_texture_height 1080
//Image height.
#define Transition_type CurtainOpen
//Can be "FadeIn",
"FadeOut", "CurtainOpen", "CurtainClose" or
"ImageFadeOut"
//===========================================//
// Display //
// Depth //
//===========================================//
#define Depth_z_near 0.08
//
[0.00001 to 100000.0] Camera z near
#define Depth_z_far
100.00 //
[0.00001 to 100000.0] Camera z far, must be further
than the near value.
//===========================================//
// Custom //
// Settings //
//===========================================//
#define custom_strength
1.0 //
[0.00 to 1.00] Adjust the strength of the effect
/*---------------------------------------------------
--------.
/ 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 ; the SCROLL_LOCK key
// key_screenshot = 44
// key_reload_sweetfx = 19
HE might be a newbie here, bud, screenshot comparisons to help people see the preshade before download. I guess you're new.
LoL D-X
BEST MY ASS
BEST SCREENSHOTS