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/*===========================================//

//
Description
//
//===========================================//
Game:
Author:
SweetFX/Injector version:
Description:

Grand Theft Auto 5


RainyNguyen
v2.0 Preview 8 by CeeJay.dk / ReShade 0.16.0

__________
.__
_______
\______ \_____ |__| ____ ___.__.\
\
____ __ __ ___.__. ____ ____
|
_/\__ \ | |/
< | |/ | \ / ___\| | < | |/ __ \ /
\
|
| \ / __ \| | | \___ /
|
\/ /_/ > | /\___ \ ___/| | \
|____|_ /(____ /__|___| / ____\____|__ /\___ /|____/ / ____|\___ >___| /
\/
\/
\/\/
\//_____/
\/
\/
\/

For questions or requests visit the forum


Or visit the official SweetFX subreddit
x

- http://sfx.thelazy.net/forum/
- http://www.reddit.com/r/sweetf

//============================================//
//
Choose
//
//
Effects
//
//============================================*/
// Effects are listed in the order that they are applied.
// Set to 1 for ON or 0 for OFF
#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_SMAA
0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lin
es using the SMAA technique.
#define USE_FXAA
1 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lin
es using the FXAA technique.
#define USE_EXPLOSION
0 //[0 or 1] Explosion : Scatters the pixels, making t
he 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 di
splay. (has a very high performance cost)
#define USE_PIXELART_CRT 0 //[0 or 1] PixelArt CRT : Scanlines for pixel art (h
igh performance cost)
#define USE_BLOOM
0 //[0 or 1] Bloom : Makes bright lights bleed their l
ight into their surroundings (relatively high performance cost)
#define USE_HDR
0 //[0 or 1] HDR : Not actual HDR - It just tries to m
imic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Sharpens the image.
#define USE_LEVELS
1 //[0 or 1] Levels : Sets a new black and white point
. This increases contrast but causes clipping. Use Curves instead if you want to
avoid that.
#define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look
of an old movie using the Technicolor three-strip color process (Techicolor Proc
ess 4)
#define USE_DPX
1 //[0 or 1] Cineon DPX : Should make the image look l
ike it's been converted to DXP Cineon - basically it's another movie-like look s
imilar 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 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and c
olor of shadows, midtones and highlights.
#define USE_TONEMAP
1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturat
ion, bleach and defog. (may cause clipping)
#define USE_VIBRANCE
1 //[0 or 1] Vibrance : Intelligently saturates (or de
saturates if you use negative values) the pixels depending on their original sat
uration.
#define USE_CURVES
1 //[0 or 1] Curves : Contrast adjustments using S-cur
ves.
#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 art
ifacts.
#define USE_FILMGRAIN
0 //[0 or 1] Film Grain : Adds film grain to the image
.
#define USE_DITHER
1 //[0 or 1] Dither : Applies dithering to simulate mo
re 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-afte
r splitscreen comparison mode.
#define USE_TRANSITION
0 //[0 or 1] Transition : Shows a welcome screen and t
hen transitions to the regularly scheduled programming
#define USE_DISPLAY_DEPTH 0 //[0 or 1] Display Depth : Enables the possibility t
o 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 c
olors.
#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 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 0.05
#define SMAA_MAX_SEARCH_STEPS 32
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
#define SMAA_CORNER_ROUNDING 25
// -- Advanced SMAA settings -#define SMAA_EDGE_DETECTION
2
//[1|2|3] 1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge dete
ction
#define SMAA_DIRECTX9_LINEAR_BLEND
0
//[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this need
s 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 f
or 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 value
s makes the image softer/blurrier.
#define fxaa_EdgeThreshold
0.01
//[0.000 to 1.000] Edge detection threshold. The minimum amount of local contras
t 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 colo
r components.
//For a slightly blurred look try fractional values (.5) between two pix
els.
#define Chromatic_strength
0.1
//Adjust the strength of the effect.
//===========================================//
//
Levels
//
//
Settings
//
//===========================================//
#define Levels_black_point
0
//[0 to 255] The black point is the new black - literally. Everything darker tha
n 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 complete
ly 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 high
lights, 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 increas
e 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 loo
k"). 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 i
s 2.0
#define CRTScanlineGaussian
1
//[0 or 1]
Use the "new nongaussian scanlines bloom effect". Default is o
n
#define CRTCurvature
1
//[[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 give
s 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
0
//[0 or 1]
Enable 3x oversampling of the beam profile (warning : perfo
rmance 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 = Aperturegrille
// 3 = Stretched VGA style shadow mask, 4 = VGA style shadow mask
// -- Amount of shadow mask -#define PixelArtCRT_maskDark
//
#define PixelArtCRT_maskLight
//

0.5
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 w
hat 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
1.30
//[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2
0.87
//[0.00 to 8.00] Raising this seems to make the effect stronger and also brighte
r
//===========================================//
//
Lumasharpen
//
//
Settings
//
//===========================================//
// -- Sharpening -#define sharp_strength
2.75
//[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp
0.025
//[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Defaul
t is 0.035

// -- Advanced sharpening settings -#define pattern


2
//[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyrami
d shaped.
#define offset_bias
1.3
//[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 experimen
t.
// -- Debug sharpening settings -#define show_sharpen
0
//[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it bett
er)
//===========================================//
//
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]
//===========================================//
//
Cineon DPX
//
//
Settings
//
//===========================================//
#define Red
9.0
//[1.0 to 15.0]
#define Green
9.0
//[1.0 to 15.0]
#define Blue
9.0
//[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 Vib
rance. 1.0 is neutral.
#define DPXSaturation
4.4
//[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC
0.23
//[0.60 to 0.20]
#define GreenC
0.23
//[0.60 to 0.20]
#define BlueC
0.23
//[0.60 to 0.20]
#define Blend
0.16
//[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 abov
e 1.00 boost saturation above normal.
//===========================================//
//
Color-Matrix
//
//
Settings
//
//===========================================//
// Red
#define
//[0.00
n
#define
//[0.00
ain
#define
//[0.00
in

Green Blue
ColorMatrix_Red
float3(0.817, 0.183, 0.000)
to 1.00] How much of Red, Green and Blue the new red value should contai
ColorMatrix_Green
float3(0.333, 0.667, 0.000)
to 1.00] How much of Red, Green and Blue the new green value should cont
ColorMatrix_Blue
float3(0.000, 0.125, 0.875)
to 1.00] How much of Red, Green and Blue the new blue value should conta

//Should sum to 1.000 if you don't wish to change the brightness


#define ColorMatrix_strength
//Adjust the strength

1.0

//===========================================//
//
Lift Gamma Gain
//
//
Settings
//
//===========================================//
#define RGB_Lift
float3(1.000, 1.000, 0.9
88)
//[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma
float3(1.000, 1.000, 1.0
55)
//[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain
float3(1.000, 1.000, 1.0
15)
//[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 u
nchanged.
//===========================================//
//
Tonemap
//
//
Settings
//
//===========================================//
#define Gamma
1.23
//[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
0.100
//[0.000 to 1.000] How much of the color tint to remove
#define FogColor
float3(0.102, 0.02, 0.01
)
//[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remov
e - default is blue
//===========================================//
//
Vibrance
//
//
Settings
//
//===========================================//
#define Vibrance
0.2
//[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative va
lues) the pixels depending on their original saturation.
#define Vibrance_RGB_balance
float3(0.3, 0.4, -0.6)
//[-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 mor
e boost to certain colors over other
//===========================================//
//
Curves
//
//
Settings
//
//===========================================//
#define Curves_mode
2
//[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma
and Chroma. Default is 0 (Luma)
#define Curves_contrast
0.35
//[-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|11] The contrast s-curve you want to use.
//1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplifi
ed 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 effe
ct 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 = Deu
teranopia (missing green spectrum)
// 3 = Tritanopia (missing blue spectrum)
//===========================================//
//
Film Grain
//
//
Settings
//
//===========================================//
#define FilmGrain_intensity
0.65
//[0.00 to 1.00] How visible the grain is. Higher is more visible.
#define FilmGrain_variance
0.45
//[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 pixe
ls. 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 t
he middle value (0.50)

//A sideeffect of the Film Grain effect is that it also dithers the scre
en.
//You don't need both the Film Grain and the Dither effect enabled at th
e 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, w
hile 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 compre
ss.
//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 f
loating point - Integers do not work right.
//Examples that work: (1680.0 / 1050.0), (16.0 / 10.0), (1.6) Examples t
hat 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 5
0/50 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 Swee
tFX/Textures/
#define Transition_texture_width
720
//Image width.
#define Transition_texture_height
480
//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
//[0.00 to 1.00] Adjust the strength of the effect

1.0

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