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

/
Description
/
'------------------------------------------------------------/
Game:
Preset:
SweetFX: v2.0 Preview 8 by CeeJay.dk
API hook: Reshade by Crosire
This is a preview release meant to allow users to beta test SweetFXs 2.0 new inj
ector called ReShade.
More featuffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
ffffffffffffffffffffffffffffffffffffffffffffff FXAA Anti-aliasing : Smoothens ja
gged lines using the FXAA technique.
#define USE_EXPLOSION
0 //[0 or 1] Explosion : Scatters the pixels, ma
king the image look fuzzy.
#define USE_gg
0 //[0 or 1] Monochrome : Monochrome makes the colors di
sappear.
#define USE_COLORMATRIX
0 //[0 or 1] Color Matrix : Allows color modific
ation 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, s
aturation, 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 origin
al 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 bandi
ng 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 simul
ate more colors than your monitor can display. This lessens banding artifacts (m
ostly caused by Vignette)
#define USE_BORDER
0 //[0 or 1] Border : Can be used to create lett
erbox borders around the image.
#define USE_SPLITSCREEN
0 //[0 or 1] Splitscreen : Enables the before-an
d-after splitscreen comparison mode. (Only partially working right now)
#define USE_TRANSITION
0 //[0 or 1] Transition : Shows a welcome screen
and then transitions to the regularly scheduled programming
#define USE_DEPTH
0 //[0 or 1] Depth : Enables the possibility to
display the depth buffer - You will still need to toogle it on/off with (*) in-g
ame
#define USE_CUSTOM
0 //[0 or 1] Custom : Write your own shader by e
diting custom.h, and then enable it here.
/*-----------------------------------------------------------.
/
Ascii settings
/
'-----------------------------------------------------------*/
#define Ascii_input_image
1 //[1 or 2] 1 = Color buffe
r, 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
2 //[1 or 2] 1 = 5x5 font, 2
= 3x5 font
#define Ascii_font_color
float3(255, 255, 255) //[0 to 255, 0 to 255, 0 t
o 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 t
o 255] What color the background should be. In integer RGB colors.
#define Ascii_swap_colors
0 //Swaps the font and backg
round color when you are too lazy to edit the settings above (I know I am)
#define Ascii_invert_brightness
#define Ascii_font_color_mode
1 = image color, 2 = colorized grayscale

0
1

//[0 or 1]
//[0 to 2] 0 = font_color,

/*-----------------------------------------------------------.
/
SMAA Anti-aliasing settings
/
'-----------------------------------------------------------*/
#define SMAA_THRESHOLD
0.10 //[0.05 to 0.20] Edge detection thresh
old. If SMAA misses some edges try lowering this slightly. I prefer between 0.08
and 0.12.
#define SMAA_DEPTH_THRESHOLD
0.002 //[0.001 to 0.100] Depth edge detectio
n threshold. Same as above but for the depth edge detection. This can go insanel
y low and still look good.
#define SMAA_MAX_SEARCH_STEPS
24 //[0 to 98] Determines the radius SMAA
will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG
8 //[0 to 16] Determines the radius SMAA
will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING
0 //[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
Color edge detection, 3 = Depth edge
#define SMAA_DIRECTX9_LINEAR_BLEND
re version doesn't matter) if so this

2 //[1|2|3] 1 = Luma edge detection, 2 =


detection
0 //[0 or 1] Using DX9 HARDWARE? (softwa
needs to be 1 - If not, leave it at 0.
//Enable this only if you use a Geforc
e 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 u
ses BOTH the color and the depth texture for edge detection to more accurately d
etect edges.
#define SMAA_PREDICATION_THRESHOLD 0.001 // Threshold to be used in the depth b
uffer.
#define SMAA_PREDICATION_SCALE
2.0 // How much to scale the global thresh
old used for luma or color edge detection when using predication
#define SMAA_PREDICATION_STRENGTH
0.4 // How much to locally decrease the th
reshold.
// -- 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 n
eed 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
0.000 //[0.000 to 1.000] Choose the amount of
sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold
0.166 //[0.000 to 1.000] Edge detection thres
hold. The minimum amount of local contrast required to apply algorithm. Similar
to SMAA_THRESHOLD
#define fxaa_EdgeThresholdMin
0.000 //[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 w
ant.
/*-----------------------------------------------------------.
/
Chromatic Aberration settings
/
'-----------------------------------------------------------*/
#define Chromatic_shift float2(2.5,-0.5) //[-100.0 to 100.0, -100.00 to 100.0] D
istance (X,Y) in pixels to shift the color components.
//For a slightly blurred look try fract
ional values (.5) between two pixels.
#define Chromatic_strength 1.0
//Adjust the strength of the effect.

/*-----------------------------------------------------------.
/
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 fai
nter edges. You might need to increase the power to compensate. Whole numbers ar
e 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 (lo
w values gives the "low-res retro look"). Default is 1.2
#define CRTgamma
2.2
//[0.0 to 4.0]
Gamma of simulated CRT (d
efault 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
d (1) or off (0)
#define CRTCurvatureRadius

//[[0 or 1]

"Barrel effect" enable

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 ro
unded corner. Default is 0.001
#define CRTDistance
2.00
//[0.00 to 4.00]
Simulated distance fro
m 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 fo
r 2% overscan). Default is 1.01
#define CRTOversample
0
//[0 or 1]
Enable 3x oversampling
of the beam profile (warning : performance hit)
/*-----------------------------------------------------------.
/
Pixel Art CRT
/
'-----------------------------------------------------------*/
// -- 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 = s
oft, -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
22.25
//[0.00 to 50.00] Threshold for what is a b
right 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
1.25
//[0.00 to 8.00] Strangely lowering this ma
kes the image brighter
#define radius2
0.82
//[0.00 to 8.00] Raising this seems to make
the effect stronger and also brighter
/*-----------------------------------------------------------.
/
LumaSharpen settings
/
'-----------------------------------------------------------*/
// -- Sharpening -#define sharp_strength 0.75 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp
0.038 //[0.000 to 1.000] Limits maximum amount of sharpe
ning a pixel recieves - Default is 0.035
// -- Advanced sharpening settings -#define pattern 2
//[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Norm
al, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sa
mpling 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 (multi
plied by 4 to see it better)
/*----------------------------------------------------------.
/
Notalgia settings
/
'----------------------------------------------------------*/
//Nothing here yet, but you will get to set the palette to use and toggle dither
ing, and maybe pixelate the image .. once the effect is done.
//For now it just displays the image with a C64 palette
/*----------------------------------------------------------.
/
Levels settings
/
'----------------------------------------------------------*/
#define Levels_black_point 16
//[0 to 255] The black point is the new black
- literally. Everything darker than this will become completely black. Default i
s 16.0
#define Levels_white_point 235
//[0 to 255] The new white point. Everything b
righter than this becomes completely white. Default is 235.0
//Colors between the two points will stretched, which increases contrast, but de
tails above and below the points are lost (this is called clipping).
// -- Debug settings -#define Levels_highlight_clipping 0 //[0 or 1] Highlight the pixels that clip. R
ed = Some detail is lost in the highlights, Yellow = All detail is lost in the h
ighlights,
//
Blue = Some detail is lost in the
shadows, Cyan = All detail is lost in the shadows.
/*-----------------------------------------------------------.
/
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]
/*-----------------------------------------------------------.
/
TECHNICOLOR 2 settings
/
'-----------------------------------------------------------*/
#define Technicolor2_Red_Strength
0.2
//[0.05 to 1.0] Color St
rength of Red channel. Higher means darker and more intense colors.
#define Technicolor2_Green_Strength 0.2
//[0.05 to 1.0] Color Strength o
f Green channel. Higher means darker and more intense colors.
#define Technicolor2_Blue_Strength
0.2
//[0.05 to 1.0] Color St
rength of Blue channel. Higher means darker and more intense colors.
#define Technicolor2_Brightness
1.0
//[0.5 to 1.5] Brightnes
s 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] Additiona
l 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 i
s 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] P
ercentage of RGB to include (should sum up to 1.00)
#define Monochrome_color_saturation
0.00
//[0.00 to 2.00] Per
centage of saturation to keep. Default is 0.00 , values above 1.00 boost saturat
ion above normal.
/*-----------------------------------------------------------.
/
Color Matrix settings
/
'-----------------------------------------------------------*/
// Red Green Blue
#define ColorMatrix_Red float3(0.817, 0.183, 0.000) //[0.00 to 1.00]
of Red, Green and Blue the new red value should contain - Should sum
if you don't wish to change the brightness
#define ColorMatrix_Green float3(0.333, 0.667, 0.000) //[0.00 to 1.00]
of Red, Green and Blue the new green value should contain - Should sum
if you don't wish to change the brightness
#define ColorMatrix_Blue float3(0.000, 0.125, 0.875) //[0.00 to 1.00]
of Red, Green and Blue the new blue value should contain - Should sum

How much
to 1.000
How much
to 1.000
How much
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(0.985, 0.985, 0.985) //[0.000 to 2.000] Adjust shadows
for Red, Green and Blue.
#define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtone
s for Red, Green and Blue
#define RGB_Gain float3(1.015, 1.015, 1.015) //[0.000 to 2.000] Adjust highlig
hts 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
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 les
s 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
e colors

0.000 //[0.000 to 1.000] Brightens the shadows and fades th

#define Defog
0.000 //[0.000 to 1.000] How much of the color tint to remo
ve
#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 settings
/
'-----------------------------------------------------------*/
#define Vibrance
-0.10 //[-1.00 to 1.00] Intelligently saturates (or desatu
rates if you use negative values) the pixels depending on their original saturat
ion.
#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 y
ou can give more boost to certain colors over others
/*-----------------------------------------------------------.
/
Curves settings
/
'-----------------------------------------------------------*/
#define Curves_mode
0 //[0|1|2] Choose what to apply contrast to. 0 = Lum
a, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.50 //[-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 yo
u 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 = Parabo
la, 10 = Half-circles. 11 = Polynomial split.
//Note that Technicolor Cinestyle is practically id
entical to Sine, but runs slower. In fact I think the difference might only be d
ue to rounding errors.
//I prefer 2 myself, but 3 is a nice alternative wi
th a little more effect (but harsher on the highlight and shadows) 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 t
o 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 (mi
ssing red spectrum), 2 = Deuteranopia (missing green spectrum), 3 = Tritanopia (
missing blue spectrum)
/*-----------------------------------------------------------.
/
Film Grain settings
/
'-----------------------------------------------------------*/
#define FilmGrain_intensity 0.50 //[0.00 to 1.00] How visible the grain is. High
er is more visible.
#define FilmGrain_variance 0.40 //[0.00 to 1.00] Controls the variance of the g
aussian noise. Lower values look smoother.
#define FilmGrain_SNR
6 //[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 gaussia
n 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 t
ime.
/*-----------------------------------------------------------.
/
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 e
ffect from center
#define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max B
lack, 1.00 = Max White.
#define VignetteSlope
2 //[2 to 16] How far away from the center the chang
e should start to really grow strong (odd numbers cause a larger fps drop than e
ven 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 ve
ry 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(0,1)
//[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(2.35 / 1.0) //[0.1000 to 10.0000] Set the desired ra
tio for the visible area. You MUST use floating point - Integers do not work rig
ht.
//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(180, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What co
lor 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|4|5|6] 1 = Vertical 50/50 split, 2 = Ver
tical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 spli
t, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split
/*-----------------------------------------------------------.
/
Transition
/
'-----------------------------------------------------------*/
#define Transition_time
5000 //[1 to 60000] Milliseconds the transit
ion lasts (1000 milliseconds is 1 second)
#define Transition_texture "Winners_Dont_Use_Drugs.png" //["filename"] Filename
for the texture to use. Put your custom textures in SweetFX/Textures/
#define Transition_texture_width
720 //Image width.
#define Transition_texture_height 480 //Image height.
#define Transition_type
ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainO
pen", "CurtainClose" or "ImageFadeOut"
/*-----------------------------------------------------------.
/
Depth
/
'-----------------------------------------------------------*/
#define Depth_z_near
0.01 //[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 1.1 //[0.00 to 1.00] Adjust the strength of the effect

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