diff --git a/Shaders/Overwatch.fxh b/Shaders/Overwatch.fxh index b1ee220..a456dd4 100644 --- a/Shaders/Overwatch.fxh +++ b/Shaders/Overwatch.fxh @@ -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