//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// 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	0x7B	//[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      	0 	//[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES        	0 	//[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA         	0 	//[0 or 1] Sepia : Sepia tones the image.
#define USE_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		1	//[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 		0	//[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		0	//[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			0.25	//[0.1 to 1.0] Every pixel brighter than this value triggers bloom.
#define fBloomAmount			0.10	//[1.0 to 20.0] Intensity of bloom.
#define fBloomSaturation 		1.0	//[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.
