/*---------------------------------------------------
--------.
  /                       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