//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // ReShade effect file // visit facebook.com/MartyMcModding for news/updates //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // MasterEffect ReBorn 1.1.287 public beta by Marty McFly // Continuation of MasterEffect 1.6.1 // Copyright © 2008-2015 Marty McFly //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ /*==============================================================================*\ | GLOBAL PARAMETERS | \*==============================================================================*/ #define MASTEREFFECT_TOGGLEKEY 0x91 //[depending on keyboard layout] Key used to toggle all MasterEffect effects. See ReShade documentation for more info. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen: Disables all effects on the right half of the screen to show changes. #define USE_HUD_MASKING 0 //[0 or 1] HUD Masking: Uses a texture mask (mcmask.png) to exclude certain screen areas from effects processing. /*==============================================================================*\ | ENABLE EFFECTS | \*==============================================================================*/ //COLOR #define USE_LUT 0 //[0 or 1] Color Lookup Table: Uses a gradient texture to adjust the colors of the image. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image. #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_TECHNICOLOR 0 //[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from prod80 #define USE_SWFX_TECHNICOLOR 0 //[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from SweetFX #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. No control values. #define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights. #define USE_TONEMAP 0 //[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 0 //[0 or 1] Curves : Contrast adjustments using S-curves. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image. #define USE_COLORMOOD 0 //[0 or 1] Color Mood: Applies a "mood" to the color, tinting mainly the dark colors. #define USE_CROSSPROCESS 0 //[0 or 1] Cross Processing: Simulates wrong chemistry in color processing. #define USE_FILMICPASS 0 //[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look. #define USE_REINHARD 0 //[0 or 1] Reinhard: This is the Reinhard tonemapping shader, if you are interested, google how it works. #define USE_REINHARDLINEAR 0 //[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping. #define USE_COLORMOD 0 //[0 or 1] Colormod: Contrast, Saturation and Brightness ported from colormod.asi. #define USE_SPHERICALTONEMAP 0 //[0 or 1] Spherical Tonemap: Another approach on tonemapping, uses some sphere algorithms. #define USE_HPD 0 //[0 or 1] Haarm Peter Duiker Filmic Tonemapping: Tonemapping used in Watch Dogs, ripped from the Watch Dogs shaders themselves. #define USE_FILMICCURVE 0 //[0 or 1] Filmic Curve: Improved version of the well-known Uncharted 2 filmic curve, first seen in iCEnhancer 0.3. #define USE_WATCHDOG_TONEMAP 0 //[0 or 1] Watch Dogs Tonemap: Enables one of the numerous watch dogs tonemapping algorithms. No tweaking values. #define USE_SINCITY 0 //[0 or 1] Sin City: Effect from the movie "Sin City" - everything else than red is grey. #define USE_COLORHUEFX 0 //[0 or 1] Color Hue FX: Desaturates everything but colors from a fixed hue mid and the range around it. Similiar to Sin City but much better. Thanks, prod80! //LIGHTING #define USE_LENSDIRT 0 //[0 or 1] Lensdirt: Simulates a dirty camera lens. IMPORTANT: bloom threshold and amount have influence on the intensity of the dirt! #define USE_GAUSSIAN_ANAMFLARE 0 //[0 or 1] Gaussian Anamflare: Applies a horizontal light beam to bright pixels. #define USE_BLOOM 1 //[0 or 1] Bloom: Makes bright lights bleed their light into their surroundings. NOT the SweetFX way to do bloom but a more proper way. #define USE_LENZFLARE 0 //[0 or 1] Lenz Flare: Boris Vorontsov's Skyrim Lensflare with custom offsets, ported to MasterEffect. #define USE_CHAPMAN_LENS 0 //[0 or 1] Chapman's lensflare: Simple lensflare shader with one big halo. #define USE_GODRAYS 1 //[0 or 1] Godrays: Adds some light rays rotating around screen center. #define USE_ANAMFLARE 0 //[0 or 1] Anamorphic Lensflare: adds some horizontal light flare, simulating the use of an anamorphic lens while recording. //IMAGE ENHANCEMENTS #define USE_SHARPENING 0 //[0 or 1] Sharpen: Sharps the image but may increase aliasing #define USE_FISHEYE_CA 0 //[0 or 1] Fisheye lens & Chromatic Aberration: Adds some RGB shift in colors and distorts image to look like the "fisheye" effect. #define USE_GRAIN 0 //[0 or 1] Grain: Adds some image grain, looks like when a TV has no signal. #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy. #define USE_SMAA 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique. #define USE_HEATHAZE 0 //[0 or 1] Heat Haze: Convection in heated air causes the temperature of the air to vary and causes a shimmery effect that distorts whatever is behind. #define USE_LED_SHADER 0 //[0 or 1] LED: Simulates the look of a LED panel. //OVERLAYS #define USE_HD6_VIGNETTE 0 //[0 or 1] HeliosDoubleSix Vignette: Adds some advanced vignette (darkening shader) to lead focus to screen center #define USE_COLORVIGNETTE 0 //[0 or 1] Boris Vorontsov Vignette: Simple colorable version of vignette, darkens/tints the image at the corners #define USE_BORDER 0 //[0 or 1] Border: Can be used to create letterbox borders around the image. #define USE_MOVIEBARS 0 //[0 or 1] Movie Bars: blackens the image on the top and bottom, simulating a higher aspect ratio. Default set to 21:9 aspect ratio. /*==============================================================================*\ | EFFECT PARAMETERS - COLOR | \*==============================================================================*/ //COLOR LOOKUP TABLE #define iLookupTableMode 2 //[1 or 2] 1: mclut.png (gradient) | 2: mclut3d (3D Photoshop LUT) #define fLookupTableMix 0.0 //[0.0 to 1.0] Amount of color change by lookup table. 0.0 means no change, 1.0 means full effect. //CARTOON #define CartoonPower 10.0 //[0.1 to 10.0] Amount of effect you want. #define CartoonEdgeSlope 1.0 //[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 #define Levels_black_point 36 //[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 //TECHNICOLOR #define ColStrengthR 0.2 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors. #define ColStrengthG 0.2 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors. #define ColStrengthB 0.2 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors. #define TechniBrightness 1.0 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image. #define TechniStrength 1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image. #define TechniSat 0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image. //SWEETFX TECHNICOLOR #define TechniAmount 0.4 //[0.00 to 1.00] Amount of color change you want #define TechniPower 4.0 //[0.00 to 8.00] Power of color change #define redNegativeAmount 0.88 //[0.00 to 1.00] controls for different technicolor power on the respective color channels #define greenNegativeAmount 0.88 //[0.00 to 1.00] #define blueNegativeAmount 0.88 //[0.00 to 1.00] //DPX #define DPXRed 8.0 //[1.0 to 15.0] Amount of DPX applies on Red color channel #define DPXGreen 8.0 //[1.0 to 15.0] "" #define DPXBlue 8.0 //[1.0 to 15.0] "" #define DPXColorGamma 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 DPXRedC 0.36 //[0.60 to 0.20] #define DPXGreenC 0.36 //[0.60 to 0.20] #define DPXBlueC 0.34 //[0.60 to 0.20] #define DPXBlend 0.2 //[0.00 to 1.00] How strong the effect should be. //LIFTGAMMAGAIN #define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. #define RGB_Gamma float3(1.000, 2.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue //TONEMAP #define Gamma 1.000 //[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 0.000 //[-1.000 to 1.000] Adjust saturation #define Bleach 0.000 //[0.000 to 1.000] Brightens the shadows and fades the colors #define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove #define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue //VIBRANCE #define Vibrance 0.50 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #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 #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 1.15 //[-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 #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 //COLORMOOD #define fRatio 0.4 //[0.00 to 3.00] Amount of moody coloring you want #define moodR 1.0 //[0.0 to 2.0] How strong dark red colors shall be boosted #define moodG 1.1 //[0.0 to 2.0] How strong dark green colors shall be boosted #define moodB 0.5 //[0.0 to 2.0] How strong dark blue colors shall be boosted //CROSSPROCESS #define CrossContrast 0.95 //[0.5 to 2.00] The names of these values should explain their functions #define CrossSaturation 1.12 //[0.5 to 2.00] #define CrossBrightness -0.052 //[-0.3 to 0.30] #define CrossAmount 1.0 //[0.05 to 1.5] //FILMICPASS #define Strenght 0.725 //[0.05 to 1.5] Strength of the color curve altering #define BaseGamma 1.6 //[0.7 to 2.0] Gamma Curve #define Fade 0.2 //[0.0 to 0.6] Decreases contrast to imitate faded image #define Contrast 1.0 //[0.5 to 2.0] Contrast. #define FSaturation -0.15 #define FBleach 0.005 //[-0.5 to 1.0] More bleach means more contrasted and less colorful image #define FRedCurve 6.0 #define FGreenCurve 6.0 #define FBlueCurve 6.0 #define BaseCurve 1.5 #define EffectGammaR 1.0 #define EffectGammaG 1.0 #define EffectGammaB 1.0 #define EffectGamma 0.75 #define Linearization 1.3 //[0.5 to 2.0] Linearizes the color curve //REINHARD TONEMAP #define ReinhardWhitepoint 4.0 //[1.0 to 10.0] Point above which everything is pure white #define ReinhardScale 0.5 //[0.0 to 2.0] Amount of applied tonemapping //REINHARD LINEAR TONEMAP #define ReinhardLinearWhitepoint 4.4 #define ReinhardLinearPoint 0.06 #define ReinhardLinearSlope 2.25 //[1.0 to 5.0] how steep the color curve is at linear point. You need color curve understanding to know what this means, just experiment. //COLORMOD #define ColormodChroma 0.78 // Saturation #define ColormodGammaR 1.05 // Gamma for Red color channel #define ColormodGammaG 1.05 // Gamma for Green color channel #define ColormodGammaB 1.05 // Gamma for Blue color channel #define ColormodContrastR 0.50 // Contrast for Red color channel #define ColormodContrastG 0.50 // ... #define ColormodContrastB 0.50 // ... #define ColormodBrightnessR -0.08 // Brightness for Red color channel #define ColormodBrightnessG -0.08 // ... #define ColormodBrightnessB -0.08 // ... //SPHERICAL TONEMAP #define sphericalAmount 1.0 //[0.0 to 2.0] Amount of spherical tonemapping applied...sort of //COLOR HUE FX #define USE_COLORSAT 0 //[0 or 1] This will use original color saturation as an added limiter to the strength of the effect #define hueMid 0.6 //[0.0 to 1.0] Hue (rotation around the color wheel) of the color which you want to keep #define hueRange 0.1 //[0.0 to 1.0] Range of different hue's around the hueMid that will also kept. Using a max range of 1.0 will allow the reverse of the effect where it will only filter a specific hue to B&W #define satLimit 2.9 //[0.0 to 4.0] Saturation control, better keep it higher than 0 for strong colors in contrast to the gray stuff around #define fxcolorMix 0.8 //[0.0 to 1.0] Interpolation between the original and the effect, 0 means full original image, 1 means full grey-color image. /*==============================================================================*\ | EFFECT PARAMETERS - LIGHTING | \*==============================================================================*/ //LENSDIRT #define fLensdirtIntensity 2.0 //[0.0 to 2.0] Intensity of lensdirt. #define fLensdirtSaturation 4.0 //[0.0 to 2.0] Color saturation of lensdirt. #define fLensdirtTint float3(1.0,1.0,1.0) //[0.0 to 1.0] R, G and B components of lensdirt tintcolor the lensdirt color gets shifted to. #define iLensdirtMixmode 2 //[1 to 4] 1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten //GAUSSIAN ANAMORPHIC LENSFLARE #define fAnamFlareThreshold 0.90 //[0.1 to 1.0] Every pixel brighter than this value gets a flare. #define fAnamFlareWideness 2.4 //[1.0 to 2.5] Horizontal wideness of flare. Don't set too high, otherwise the single samples are visible #define fAnamFlareAmount 14.5 //[1.0 to 20.0] Intensity of anamorphic flare. #define fAnamFlareCurve 1.2 //[1.0 to 2.0] Intensity curve of flare with distance from source #define fAnamFlareColor float3(0.012,0.313,0.588) //[0.0 to 1.0] R, G and B components of anamorphic flare. Flare is always same color. //BLOOM #define iBloomMixmode 1 //[1 to 4] 1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten #define fBloomThreshold 0.15 //[0.1 to 1.0] Every pixel brighter than this value triggers bloom. #define fBloomAmount 0.15 //[1.0 to 20.0] Intensity of bloom. #define fBloomSaturation 2.0 //[0.0 to 2.0] Bloom saturation. 0.0 means white bloom, 2.0 means very very colorful bloom. #define fBloomTint float3(0.5,0.5,0.7) //[0.0 to 1.0] R, G and B components of bloom tintcolor the bloom color gets shifted to. //LENZ FLARE #define LENZDEPTHCHECK 1 //[0 or 1] if 1, only pixels with depth = 1 get lens flare, this prevents white objects from getting flare source which would normally happen in LDR #define fLenzIntensity 1.0 //[0.2 to 3.0] power of lens flare effect #define fLenzThreshold 0.8 //[0.6 to 1.0] Minimum brightness an object must have to cast lensflare //CHAPMAN LENS #define CHAPMANDEPTHCHECK 1 //[0 or 1] if 1, only pixels with depth = 1 get lensflares, this prevents white objects from getting lensflare source which would normally happen in LDR #define ChapFlareTreshold 0.9 //[0.7 to 0.99] Brightness threshold for lensflare generation. Everything brighter than this value gets a flare. #define ChapFlareCount 15 //[1 to 20] Number of single halos to be generated. If set to 0, only the curved halo around is visible. #define ChapFlareDispersal 0.25 //[0.25 to 1.0] Distance from screen center (and from themselves) the flares are generated. #define ChapFlareSize 0.45 //[0.2 to 0.8] Distance (from screen center) the halo and flares are generated. #define ChapFlareCA float3(0.0,0.01,0.02) //[-0.5 to 0.5] Offset of RGB components of flares as modifier for Chromatic abberation. Same 3 values means no CA. #define ChapFlareIntensity 100.0 //[5.0 to 20.0] Intensity of flares and halo, remember that higher threshold lowers intensity, you might play with both values to get desired result. //GODRAYS #define bGodrayDepthCheck 1 //[0 or 1] if 1, only pixels with depth = 1 get godrays, this prevents white objects from getting godray source which would normally happen in LDR #define iGodraySamples 64 //[2^x format] How many samples the godrays get #define fGodrayDecay 0.98 //[0.5 to 0.9999] How fast they decay. It's logarithmic, 1.0 means infinite long rays which will cover whole screen #define fGodrayExposure 1.0 //[0.7 to 1.5] Upscales the godray's brightness #define fGodrayWeight 1.0 //[0.8 to 1.7] weighting #define fGodrayDensity 1.0 //[0.2 to 2.0] Density of rays, higher means more and brighter rays #define fGodrayThreshold 0.90 //[0.6 to 1.0] Minimum brightness an object must have to cast godrays //ANAMORPHIC LENSFLARE #define bFlareDepthCheckEnable 1 //[0 or 1] if 1, only pixels with depth = 1 get an anamflare, this prevents white objects from getting flare source which would normally happen in LDR #define fFlareLuminance 0.95 //[0.6 to 1.0] bright pass luminance value #define fFlareBlur 200.0 // [1.0 to 9999999] manages the size of the flare #define fFlareIntensity 2.50 // [0.2 to 5.0] effect intensity #define fFlareTint float3(0.137, 0.216, 1.0) // [0.0 to 2.0] effect tint RGB /*==============================================================================*\ | EFFECT PARAMETERS - IMAGE ENHANCEMENTS | \*==============================================================================*/ //SHARPEN #define fSharpBias 0.35 //[0.05 to 1.0] How big the sharpen offset is (used to compare neighbor pixels to get sharpen amount #define fSharpStrength 0.35 //[0.05 to 1.0] Amount of sharpening you want. #define fSharpClamp 0.5 //[0.2 to 2.0] Clamps the sharpening to a maximum amount to prevent aliasing //FISHEYE, CHROMATIC ABBERATION #define fFisheyeZoom 0.5 //[0.5 to 1.0] some lens zoom to hide bugged edges due to texcoord modification #define fFisheyeDistortion 0.15 //[-0.3 to 0.3] distortion of image, fish eye effect #define fFisheyeDistortionCubic 0.15 //[-0.3 to 0.3] distortion of image, fish eye effect, cube based #define fFisheyeColorshift -0.03 //[-0.1 to 0.1] Amount of color shifting //IMAGE GRAIN #define fGrainSaturation 1.0 //[0.0 to 2.0] Saturation of Grain. Higher means more colored noise, 0.0 means blacknwhite no TV signal noise. #define fGrainIntensityBright 0.0 //[0.0 to 2.0] Intensity of Grain in bright areas. #define fGrainIntensityMid 0.0 //[0.0 to 2.0] Intensity of Grain in midtone areas. #define fGrainIntensityDark 0.1 //[0.0 to 2.0] Intensity of Grain in dark areas. //EXPLOSION #define fExplosionRadius 10.5 //[0.2 to 100.0] Amount of effect you want. //SMAA #define fSMAAThreshold 0.05 //[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 iSMAAMaxSearchSteps 64 //[0 to 98] Determines the radius SMAA will search for aliased edges #define iSMAAMaxSearchStepsDiag 32 //[0 to 32] Determines the radius SMAA will search for diagonal aliased edges #define iSMAACornerRounding 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. #define iSMAAEdgeDetectionMode 2 //[1 to 3] 1: Luma edge detection 2: Color edge detection 3: Depth edge detection #define bSMAAPredication 0 //[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges. #define fSMAAPredicationThreshold 0.01 //[0.001 to 0.2] Threshold to be used in the depth buffer. #define fSMAAPredicationScale 2.0 //[0.5 to 4.0] How much to scale the global Threshold used for luma or color edge detection when using predication #define fSMAAPredicationStrength 0.4 //[0.1 to 1.0] How much to locally decrease the Threshold. #define iSMAADebugOutput 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. //HEAT HAZE #define fHeatHazeSpeed 2.0 //[0.5 to 10.0] Speed of heathaze waves #define fHeatHazeOffset 5.0 //[0.5 to 20.0] Amount of image distortion caused by heathaze effect #define fHeatHazeTextureScale 1.0 //[0.5 to 5.0] Scale of source texture, affecting the tile size. Use Heathaze debug effect for better visible effect. #define fHeatHazeChromaAmount 0.6 //[0.0 to 2.0] Amount of color shift caused by heat haze. Linearly scales with fHeatHazeOffset. #define bHeatHazeDebug 0 //[0 or 1] Enables raw texture output for debugging purposes. Useful for texture experiments. //LED SHADER #define fLEDCircleSize 25.0 //[10.0 to 50.0] Size of the single LED's #define fLEDBackgroundColor float3(0.2,0.2,0.2) //[0.0 to 1.0] R G and B components of background color between LED's. /*==============================================================================*\ | EFFECT PARAMETERS - OVERLAYS | \*==============================================================================*/ //HD6VIGNETTE #define fHD6VignetteMode 1 //[1 to 3] Vignette Alignment 1: Left and right | 2: top and bottom | 3: corners. #define fHD6VignetteTop 0.7 //[0.3 to 1.5] Top/left (depending on mode) height of bar. #define fHD6VignetteBottom 0.7 //[0.3 to 1.5] Bottom/right (depending on mode) height of bar. #define fHD6VignetteRoundness 0.0 //[0.0 to 100000.0] Amount of circularism (new word invented hoho), 0 means linear vignette, 100000.0 means rougly total circle. #define fHD6VignetteColorDistort 0.0 //[0.0 to 5.0] Distorts the colors. #define fHD6VignetteContrast 11.6 //[0.0 to 20.0] Contrast of vignette curve. #define fHD6VignetteBorder 6.5 //[0.0 to 5.0] Vignette Border factor. //STANDARDVIGNETTE #define fVignetteAmount 2.9 //[0.0 to 5.0] Amount of vignette color change. #define fVignetteCurve 1.5 //[0.0 to 5.0] Curve of vignette color change. #define fVignetteRadius 0.95 //[0.0 to 5.0] Radius from center where vignette color change kicks in. #define fVignetteColor float3(0.0, 0.0, 0.0) //[0.0 to 1.0] RGB vignette color. //BORDER #define fBorderWidth float2(10,10) //[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 fBorderRatio float(1920.0 / 1080.0) //[0.1 to 10.0] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right. #define fBorderColor float3(1.0, 0.0, 0.0) //[0.0 to 1.0] What color the border should be. In RGB colors, 0,0,0 is black, 1,1,1 is pure white.