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Update Overwatch.fxh
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BlueSkyDefender committed Dec 4, 2024
1 parent 89ba1a4 commit 3910ab8
Showing 1 changed file with 82 additions and 0 deletions.
82 changes: 82 additions & 0 deletions Shaders/Overwatch.fxh
Original file line number Diff line number Diff line change
Expand Up @@ -32057,6 +32057,88 @@ static const int Not_Compatible_Warning_D = 0; //Not Compatible Warning
#define DAA 1
//#define FOV 1
//#define ARW 1
#elif (App == 0x2AAC98B1 ) //Penumbra: Oberture
// #define DS_Z 4 // Set View Mode
//#define DA_W 1 // Set Linerzation
#define DB_X 1 // Flip
#define DA_X 0.025 // ZPD
//#define DF_Y 0.025 // Seperation
#define DA_Y 43.75 // Near Plane Adjustment
//#define DA_Z 0.0005 // Linerzation Offset
//#define DS_Y 5 // Linerzation Offset Effects only distance if true
#define DB_Z 0.025 // Auto Depth Protection
#define DE_X 1 // ZPD Boundary
#define DE_Y 0.75 // Set ZPD Boundary Level Zero
#define DE_Z 0.375 // Speed that Boundary is Enforced
//#define AFD 1 // Alternate Frame Detection - May be phased out
//#define DG_W -0.25 // Shift Boundary Out of screen 0.5 and or In screen -0.5
#define OIL 3 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3
#define OIF float4(0.625,0.50,0.375,0.250) //Fix enables if Value is > 0.0
#define DI_W float4(0.375,0.5,1.25,2.5)
#define CWH 6 //ZPD Weapon Hand Consideration For Masking 0 is Off | 1 Is Full | 2 Half Right screen Mask And Not to be used with Weapon Profiles.
#define WBA 2.0 //ZPD Weapon Boundary Alt Adjust power for CWH
//#define FTM 4 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly.
#define WND 0.5 //Weapon Near Pushes depth in and adjust perspective to match.
#define DG_Z 0.0625 // Min Weapon Hands That are apart of world with Auto and Trim
#define DS_X float3(0.025,0,1) // Min Weapon bit only triggers when a OIL Level is set and set here on .y
#define DE_W 0.425 // Auto
#define DI_Z 0.075 // Trim
//#define DF_W float4(0.0001,0.000,0.250,0.0125)// Edge & Scale
//#define DAA_W 2 //Warp/Halo Masking Type
//#define EDU 1 //Elevate Detectors Up effects ZPD
//#define TMD 1
//#define ASA 2 //Auto Depth Scaling

#define BMT 1 // ZPD and World Scale Balance // I need to phase this out.
#define DF_Z 0.5 // Set the Balance
//#define DAO 1 // Turn On or Off De-Artifact Options For now DAO if set to 1 it's also applys to Hoz
#define DL_Y 0.125 // De-Artifact Only works on some View Modes and causes performance degredation
//#define DL_Z 0.55 // Compat Power
//#define DJ_X 0.0625 // Range Smoothing

//#define LBM 1 //Letter Box Masking With size Adust for Top and Bottom and 2 is Left and Right
//#define DI_X 0.8835

//#define LBC 1 //Letter Box Correction Offsets With X & Y
//#define LBR 1
//#define LBE 1
//#define DH_Z 0.0
//#define DH_W -0.256
//#define DH_Y 1.320

//#define WSM 6 // Weapon Setting Mode
//#define DB_W 26 // Weapon Profile

//#define DF_X float2(0.1,0.15) // ZPD Weapon Boundarys Level 1 and Level 2
//#define DJ_W 0.1 // Weapon Depth Limit Location 1
//#define DS_W 0.5 // Weapon Depth Limit Location 2


//#define FPS 2 // FPS Focus Settings
//#define DK_X 2 //Trigger Type
//#define DK_Y 0 //Eye Selection
//#define WRP 3 //Weapon Reduction Power
//#define DK_Z 1 //World Reduction Power
//#define DK_W 5 //Set Shift Speed
//#define WZD 1 //Weapon Zoom Detection


//Smooth Mode
//#define SMS 1 //SM Separation Limit - Do Not use any more
#define DL_X 0.75 //SM Tune Limit
//#define DL_W 0.5 //SM Perspective Limit - Do Not use any more
#define DM_X 5 //SM HQ Tune Power - Will be made global
//#define DM_Y 1 //SM HQ VRS Limit
//#define HQT 1 //SM HQ Trigger
//#define FMM 1 //Filter Mode - Need to add this back in the new shader.
//#define NDW 1
#define PEW 1
//#define NFM 1
//#define DSW 1
//#define DRS 1
//#define DAA 1
//#define FOV 1
//#define ARW 1
#else
#define NPW 1 //No Profile
#endif
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