diff --git a/Shaders/Overwatch.fxh b/Shaders/Overwatch.fxh index 6ca8437..f3a6a86 100644 --- a/Shaders/Overwatch.fxh +++ b/Shaders/Overwatch.fxh @@ -145,6 +145,7 @@ static const int EFO_Fade_Speed_Selection_D = 1; //Eye Fade Speed: 0% | 5 static const float Weapon_Distance_From_Bottom_D = 0.0; //Weapon Distance From Bottom [0 - 1] | WFB //SM Values +static const int De_Artifact_Options_D = 0; //De-Artifact Options On/Off | DAO static const int SM_Toggle_Sparation_D = 1; // 0 | 1 | 2 | 3 | SMS static const float SM_Tune_D = 0.75; //SM Tune | DL_X static const float De_Artifact_D = 0; //De-Artifact | DL_Y @@ -287,6 +288,13 @@ static const float4 UI_E_SPos_XY_C_n_XY_Pos_D = 0; //Pos C = XY Any & UI Po static const float4 UI_E_Menu_Tresh_n_WC_D = 1000; //Simple UI Menu Tresh For A,B,C & D | DJJ_Z static const float4 UI_E_Stencil_Adjust_D = 0; //Stencil XY Size Z Inv & W Depth Auto-Manual | DJJ_W +static const int Stencil_Shape_Zeta_D = 0; //Off 0 | 1 Square | 2 Circle | SSF +static const int Stencil_F_Trigger_D = 0; //Off 0 | 1 Trigger on Aim | SNF +static const float4 UI_F_SPos_XY_XY_A_B_D = 0; //Pos A = XY Any & B = ZW Lock | DLL_X +static const float4 UI_F_SPos_XY_C_n_XY_Pos_D = 0; //Pos C = XY Any & UI Postion | DLL_Y +static const float4 UI_F_Menu_Tresh_n_WC_D = 1000; //Simple UI Menu Tresh For A,B,C & D | DLL_Z +static const float4 UI_F_Stencil_Adjust_D = 0; //Stencil XY Size Z Inv & W Depth Auto-Manual | DLL_W + //New Settings static const int View_Mode_State_D = D_ViewMode; //View Mode State [Do not Use 6] | DS_Z static const float Check_Weapon_Depth_Limit_B_D = 1.0; //Check Weapon Depth Limit Secondary | DS_W @@ -24485,7 +24493,7 @@ static const int Not_Compatible_Warning_D = 0; //Not Compatible Warning #define DA_Y 75.0 // Near Plane Adjustment #define DA_Z .000 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true - #define DB_Z 0.0375 // Auto Depth Protection + #define DB_Z 0.025 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 0.750 // Set ZPD Boundary Level Zero #define DE_Z 0.375 // Speed that Boundary is Enforced @@ -24588,186 +24596,1226 @@ static const int Not_Compatible_Warning_D = 0; //Not Compatible Warning #define PEW 1 #define DSW 1 #define NFM 1 -#else - #define NPW 1 //No Profile -#endif - -/* //Template Start -#elif (App == 0x77777777 ) //Game Name - #define DS_Z 2 // Set View Mode +#elif (App == 0xAA290A68 ) //REVEIL + //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation - #define ALM 0 // Use Alt linearization #define DB_X 1 // Flip - #define DA_X 0.01625 // ZPD - #define DF_Y 0.00 // Seperation - #define DA_Y 30.0 // Near Plane Adjustment - #define DA_Z -0.0001 // Linerzation Offset - #define DS_Y 0 // Linerzation Offset Effects only distance if true - #define DB_Z 0.05 // Auto Depth Protection + #define DA_X 0.025 // ZPD + //#define DF_Y 0.035 // Seperation + #define DA_Y 300.0 // Near Plane Adjustment + //#define DA_Z .000 // Linerzation Offset + #define DS_Y 2 // Linerzation Offset Effects only distance if true + #define DB_Z 0.025 // Auto Depth Protection #define DE_X 2 // ZPD Boundary - #define DE_Y 0.700 // Set ZPD Boundary Level Zero + #define DE_Y 0.750 // 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 0.250 // Shift Boundary Out of screen 0.5 and or In screen -0.5 - //#define OIL 1 // Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 if 1 then it's float2(0,0) for OIF and DI_W - //#define OIF float2(0.5,0.375)// Fix enables if Value is > 0.0 - //#define DI_W float2(0.5,1.0) // Like Shift Boundary DG_W But 0 to inf - #define CWH 0 //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 1.0 //ZPD Weapon Boundary Alt Adjust power for CWH - #define FTM 0 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. - #define WND 0.175 //Weapon Near Pushes depth in and adjust perspective to match. - #define DG_Z 0.100 // 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 0.250 // Auto - #define DI_Z 0.043 // Trim - #define DF_W float4(0,0,0,0) // Edge & Scale - //#define DAA_W 1 //Warp/Halo Masking Type - #define EDU 0 //Elevate Detectors Up effects ZPD + //#define DG_W 0.125 // 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 if 1 then it's float2(0,0) for OIF and DI_W + #define OIF float4(0.50,0.375,0.2,0.1)// Fix enables if Value is > 0.0 + #define DI_W float4(0.5,1.25,3.0,5.0) // Like Shift Boundary DG_W But 0 to inf + //#define CWH 2 //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 1.0 //Weapon Near Pushes depth in and adjust perspective to match. + //#define DG_Z 0.05 // 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 0.500 // Auto + //#define DI_Z 0.025 // Trim + //#define DF_W float4(0.0001,0.00,0.0,0.025) // Edge & Scale + //#define DAA_W 2 //Warp/Halo Masking Type + //#define EDU 1 //Elevate Detectors Up effects ZPD + //#define TMD 1 + + //Text Menu Detection + #define TMD 2 //Off 0 | 1 Basic Text Mode | 2 Normal | 3 Inverse | 4 Mirror + #define DZ_X float4( 0.055 , 0.100 , 0.5055, 0.969) //Pos A = XY Any & B = ZW Lock + #define DZ_Y float2( 0.200 , 0.140 ) //Pos C = XY + #define DZ_Z float4( 30.0, 21.0, 30.0, 1000.0) //Text Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DZ_W float4( 0.75, 0.95, 0.0, 0.75) //Text Distance from screen, Text Cutoff point, and adjustable XY Masking. + + //Simple Menu Detection + #define SMD 5 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 + //Main Menu + #define DW_X float4( 0.117 , 0.134 , 0.5055, 0.960) //Pos A = XY Any & B = ZW Lock + #define DW_Y float2( 0.542 , 0.520 ) //Pos C = XY + #define DW_Z float4( 29.0, 21.0, 30.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DT_X float4( 0.117 , 0.134 , 0.5055, 0.960) //Pos A = XY Any & B = ZW Lock + #define DT_Y float2( 0.540 , 0.520 ) //Pos C = XY + #define DW_W float4( 29.0, 21.0, 30.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DAA_X float4( 0.117 , 0.134 , 0.5055, 0.960) //Pos A = XY Any & B = ZW Lock + #define DAA_Y float2( 0.544 , 0.520 ) //Pos C = XY + #define DAA_Z float4( 29.0, 21.0, 30.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + //Grapics + #define DBB_X float4( 0.3005, 0.500 , 0.038 , 0.020) //Pos A = XY Any & B = ZW Lock + #define DBB_Y float2( 0.608 , 0.541 ) //Pos C = XY + #define DBB_Z float4( 14.0, 0.0, 30.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + //Chapter Select + #define DHH_X float4( 0.125 , 0.1815 , 0.038 , 0.020) //Pos A = XY Any & B = ZW Lock + #define DHH_Y float2( 0.125 , 0.819 ) //Pos C = XY + #define DHH_Z float4( 30.0, 0.0, 30.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DII_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DII_Y float2( 0.500 , 0.500 ) //Pos C = XY + #define DII_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. - #define DF_Z 0.125 // Set the Balance - #define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation - #define DB_Y 1.0 // Effects De-Artifacts -1 to 1 Most of the time leave this at 0 and if you set 1 it takes depth into account - #define DL_Z 1.00 // Compat Power - #define DJ_X 0.250 // Range Smoothing - #define WSM 2 // Weapon Setting Mode - #define DB_W 16 // Weapon Profile - #define AWZ -1.0 // Anti-Weapon Hand Z-Fighting -1 is shifted to the right a little bit and 1 is center - #define WBS 0 //Weapon Boundary Switch 0 | 1 - #define DF_X float2(0,0) // ZPD Weapon Boundarys Level 1 and Level 2 - #define DJ_W 0.1 // Weapon Depth Limit Location 1 - #define DS_W 1.0 // Weapon Depth Limit Location 2 - #define WFB 0.0 // ZPD Weapon Elevaton for 1 and 2 scales from [0 - 1] - #define DT_W float2(0.015,0.03)//WH scale and cutoff - #define WHM 1 //Weapon Hand Masking lets you use DT_Z - #define DT_Z 0.1 //WH Masking Power from -1 to 1 + #define DF_Z 0.15 // Set the Balance + #define DL_Y -0.75 // De-Artifact Only works on some View Modes and causes performance degredation + //#define DB_Y 1.0 // Effects De-Artifacts -1 to 1 Most of the time leave this at 0 and if you set 1 it takes depth into account + //#define DL_Z -0.25 // Compat Power + //#define DJ_X 0.050 // Range Smoothing + + //#define WSM 6 // Weapon Setting Mode + //#define DB_W 14 // Weapon Profile + //#define AWZ 1.0 // Anti-Weapon Hand Z-Fighting -1 is shifted to the right a little bit and 1 is center + //#define WBS 0 //Weapon Boundary Switch 0 | 1 + //#define DF_X float2(0.075,0.250) // ZPD Weapon Boundarys Level 1 and Level 2 + //#define DJ_W 0.125 // Weapon Depth Limit Location 1 + //#define DS_W 1.5 // Weapon Depth Limit Location 2 + //#define WFB 0.0 // ZPD Weapon Elevaton for 1 and 2 scales from [0 - 1] + //#define DT_W float2(0.015,0.03)//WH scale and cutoff + //#define WHM 1 //Weapon Hand Masking lets you use DT_Z + //#define DT_Z 0.1 //WH Masking Power from -1 to 1 //#define LHA //Lower Height Adjustment [0.5]to[0.575] //#define FRM 0 //Foveated Rendring mode Toggle -*/ -/* // Warnings - #define DAA 1 - #define NDW 1 - #define PEW 1 - #define RHW 1 - #define NFM 1 - #define DSW 1 -*/ -//Menu Detection Templates - Needs a Specail Shader to adjust -/* - //Lock Out Menu Detectors - #define LMD 0 //Off 0 | 1 - #define ISD 1 //Off 0 | 1 //Include Stencils - #define DCC_X float4( 0.8835, 0.956 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock - #define DCC_Y float2( 0.500 , 0.004 ) //Pos C = XY - #define DCC_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. -*/ -/* - #define MDD 1 //Set Menu Detection & Direction //Off | 1 Left | 2 Right | 3 Bottom | 4 Top - #define COD 0 //Enable or Disable Cut-Off Direction //Off | 1 Top & Bottom for One & Two or Left and Right for Three & Four - #define DN_X float4( 0.8835, 0.956 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock - #define DN_Y float4( 0.500 , 0.004 , 0.0, 0.0) //Pos C = XY Any & D = ZW Match - #define DN_Z float4( 0.0, 0.0, 0.0, 0.0) //Pos E = XY Match & F = ZW Match - #define DN_W float4( 1.0, 0.0 , 0.0, 0.0 ) //Size = Menu [ABC] D E F - #define DJ_Y float4( 28.0, 28.0, 20.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. - #define DJ_Z float4( 1000., 1000., 1000, 0.0) //Set Match Tresh and IU Y Elevation or Cut-Off -1-1 -*/ -/* - //Simple Menu Detection - #define SMD 0 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 - #define DW_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock - #define DW_Y float2( 0.500 , 0.500 ) //Pos C = XY - #define DW_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define ASA 0 - #define DT_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock - #define DT_Y float2( 0.500 , 0.500 ) //Pos C = XY - #define DW_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + //#define FPS 2 // FPS Focus Settings + //#define DK_X 2 //Trigger Type + //#define DK_Y 0 //Eye Selection + //#define WRP 1 //Weapon Reduction Power + //#define DK_Z 2 //World Reduction Power + //#define DK_W 4 //Set Shift Speed + + //Smooth Mode + //#define SMS 3 //SM Separation Limit - Do Not use any more + #define DL_X 0.9 //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 DAA_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock - #define DAA_Y float2( 0.500 , 0.500 ) //Pos C = XY - #define DAA_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DAA 1 + #define PEW 1 + //#define DSW 1 + //#define NFM 1 +#elif (App == 0xAA9F08A5 ) //Saints Row Remake + //#define DS_Z 2 // Set View Mode + #define DA_W 1 // Set Linerzation + //#define DB_X 1 // Flip + #define DA_X 0.020 // ZPD + //#define DF_Y 0.035 // Seperation + #define DA_Y 55.0 // Near Plane Adjustment + //#define DA_Z .000 // Linerzation Offset + #define DS_Y 2 // Linerzation Offset Effects only distance if true + #define DB_Z 0.025 // Auto Depth Protection + #define DE_X 2 // ZPD Boundary + #define DE_Y 0.750 // 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 0.125 // 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 if 1 then it's float2(0,0) for OIF and DI_W + #define OIF float4(0.625,0.50,0.3,0.125)// Fix enables if Value is > 0.0 + #define DI_W float4(0.25,0.5,1.25,3.75) // Like Shift Boundary DG_W But 0 to inf + //#define CWH 2 //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 1.5 //Weapon Near Pushes depth in and adjust perspective to match. + //#define DG_Z 0.05 // 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 0.500 // Auto + //#define DI_Z 0.025 // Trim + //#define DF_W float4(0.0001,0.00,0.0,0.025) // Edge & Scale + //#define DAA_W 2 //Warp/Halo Masking Type + //#define EDU 1 //Elevate Detectors Up effects ZPD + //#define TMD 1 - #define DBB_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock - #define DBB_Y float2( 0.500 , 0.500 ) //Pos C = XY - #define DBB_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + //Simple Menu Detection + #define SMD 6 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 + #define DW_X float4( 0.087 , 0.917 , 0.949 , 0.040) //Pos A = XY Any & B = ZW Lock + #define DW_Y float2( 0.500 , 0.125 ) //Pos C = XY + #define DW_Z float4( 30.0, 0.0, 20.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + // Map + #define DT_X float4( 0.298 , 0.119 , 0.789 , 0.075) //Pos A = XY Any & B = ZW Lock + #define DT_Y float2( 0.791 , 0.138 ) //Pos C = XY + #define DW_W float4( 30.0, 0.0, 30.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. - #define DHH_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock - #define DHH_Y float2( 0.500 , 0.500 ) //Pos C = XY - #define DHH_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DAA_X float4( 0.078 , 0.119 , 0.789 , 0.075) //Pos A = XY Any & B = ZW Lock + #define DAA_Y float2( 0.791 , 0.138 ) //Pos C = XY + #define DAA_Z float4( 30.0, 0.0, 30.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. - #define DII_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock - #define DII_Y float2( 0.500 , 0.500 ) //Pos C = XY - #define DII_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DBB_X float4( 0.863 , 0.674 , 0.500 , 0.017) //Pos A = XY Any & B = ZW Lock + #define DBB_Y float2( 0.500 , 0.277 ) //Pos C = XY + #define DBB_Z float4( 30.0, 3.0, 4.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. -*/ -/* - //Text Menu Detection - #define TMD 0 //Off 0 | 1 Basic Text Mode | 2 Normal | 3 Inverse | 4 Mirror - #define DZ_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock - #define DZ_Y float2( 0.500 , 0.500 ) //Pos C = XY - #define DZ_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Text Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. - #define DZ_W float4( 0.0, 0.0, 0.0, 0.0) //Text Distance from screen, Text Cutoff point, and adjustable XY Masking. -*/ -/* //Multi Menu Detection //4 Blocks total and 2 sub blocks per one block. - #define MMD 1 //Set Multi Menu Detection // Off 0 | 1 | 2 | 3 | 4 - #define MMS 0 //Set Multi Menu Selection // Off 0 | 1 | 2 | 3 | 4 //0-2 check to 28-30 check Depnding on the option MML - #define MML 0 //Set Multi Menu Leniency // -4 |-3 |-2 |-1 | Off | 1 | 2 | 3 | 4 //Negitive [0 & 30] No Leniency | Zero [0-1 & 29-30] Some Leniency | Positive [0-2 & 28-30] Most Leniency - //Block One - #define DO_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos A1 = XY Color & A2 = ZW Black - #define DO_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos A3 = XY Color & B1 = ZW Color - #define DO_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos B2 = XY Black & B3 = ZW Color - #define DO_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color A & B and Color + #define DHH_X float4( 0.091 , 0.911 , 0.960 , 0.329) //Pos A = XY Any & B = ZW Lock + #define DHH_Y float2( 0.557 , 0.087 ) //Pos C = XY + #define DHH_Z float4( 30.0, 0.0, 20.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DII_X float4( 0.078 , 0.909 , 0.960 , 0.329) //Pos A = XY Any & B = ZW Lock + #define DII_Y float2( 0.557 , 0.087 ) //Pos C = XY + #define DII_Z float4( 30.0, 0.0, 20.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. - #define DP_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos C1 = XY Color & C2 = ZW Black - #define DP_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos C3 = XY Color & D1 = ZW Color - #define DP_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos D2 = XY Black & D3 = ZW Color - #define DP_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color C & D and Color - //Block Two - #define DQ_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos C1 = XY Color & C2 = ZW Black - #define DQ_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos C3 = XY Color & D1 = ZW Color - #define DQ_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos D2 = XY Black & D3 = ZW Color - #define DQ_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color A1 & A3 and Color - #define DR_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos G1 = XY Color & G2 = ZW Black - #define DR_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos G3 = XY Color & H1 = ZW Color - #define DR_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos H2 = XY Black & H3 = ZW Color - #define DR_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color G & H and Color - //Block Three - #define DU_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos I1 = XY Color & I2 = ZW Black - #define DU_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos I3 = XY Color & J1 = ZW Color - #define DU_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos J2 = XY Black & J3 = ZW Color - #define DU_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color I & J and Color - - #define DV_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos K1 = XY Color & K2 = ZW Black - #define DV_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos K3 = XY Color & L1 = ZW Color - #define DV_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos L2 = XY Black & L3 = ZW Color - #define DV_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color K & L and Color - //Block Four - #define DX_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos M1 = XY Color & M2 = ZW Black - #define DX_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos M3 = XY Color & N1 = ZW Color - #define DX_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos N2 = XY Black & N3 = ZW Color - #define DX_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color M & N and Color - - #define DY_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos O1 = XY Color & O2 = ZW Black - #define DY_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos O3 = XY Color & P1 = ZW Color - #define DY_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos P2 = XY Black & P3 = ZW Color - #define DY_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color O & P and Color -*/ -/* //Stencil UI & Detection - #define SUI 1 //Off 0 | 1 Stencil One | 2 Stencil Two | 3 Stencil Three | 4 Stencil Four | 5 Stencil Five + #define SUI 6 - #define SSA 0 //Off 0 | 1 Square | 2 Circle + #define SSA 1 //Off 0 | 1 Square | 2 Circle //#define SNA 1 //Off 0 | 1 Trigger on Aim - #define DDD_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock - #define DDD_Y float4( 0.500 , 0.500 , 0.5 , 0.5) //Pos C = XY Any & UI Postion - #define DDD_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Detection Value 0-30 for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. - #define DDD_W float4( 0.0, 0.0, 1.0, 0.0) //X is Hoz Size and Y is Vert Size, Z is Inversion amount and W is Depth set elevation with 0.0-0.5 > is Auto. + #define DDD_X float4( 0.100 , 0.150 , 0.184 , 0.121) //Pos A = XY Any & B = ZW Lock + #define DDD_Y float4( 0.087 , 0.917 , 0.196 , 0.522) //Pos C = XY Any & UI Postion + #define DDD_Z float4( 30.0, 10.0,30.0, 1000.0) //Detection Value 0-30 for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DDD_W float4( 0.383, 0.175, 1.0, 0.25) //X is Hoz Size and Y is Vert Size, Z is Inversion amount and W is Depth set elevation with 0.0-0.5 > is Auto. - #define SSB 0 //Off 0 | 1 Square | 2 Circle + #define SSB 1 //Off 0 | 1 Square | 2 Circle //#define SNB 1 //Off 0 | 1 Trigger on Aim - #define DEE_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock - #define DEE_Y float4( 0.500 , 0.500 , 0.5 , 0.5) //Pos C = XY Any & UI Postion - #define DEE_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Detection Value 0-30 for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DEE_X float4( 0.509 , 0.447 , 0.767 , 0.772) //Pos A = XY Any & B = ZW Lock + #define DEE_Y float4( 0.509 , 0.738 , 0.294 , 0.580) //Pos C = XY Any & UI Postion + #define DEE_Z float4( 30.0, 0.0, 30.0, 1000.0) //Detection Value 0-30 for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DEE_W float4( 0.284, 0.167, 1.0, 0.95) //X is Hoz Size and Y is Vert Size, Z is Inversion amount and W is Depth set elevation with 0.0-0.5 > is Auto. + + #define SSC 1 //Off 0 | 1 Square | 2 Circle + //#define SNC 1 //Off 0 | 1 Trigger on Aim + #define DFF_X float4( 0.671 , 0.114 , 0.789 , 0.075) //Pos A = XY Any & B = ZW Lock + #define DFF_Y float4( 0.884 , 0.104 , 0.792 , 0.500) //Pos C = XY Any & UI Postion + #define DFF_Z float4( 30.0, 0.0, 30.0, 1000.0) //Detection Value 0-30 for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DFF_W float4( 0.35, 0.068, 1.0, 0.75) //X is Hoz Size and Y is Vert Size, Z is Inversion amount and W is Depth set elevation with 0.0-0.5 > is Auto. + + #define SSD 1 //Off 0 | 1 Square | 2 Circle + //#define SND 1 //Off 0 | 1 Trigger on Aim + #define DGG_X float4( 0.789 , 0.925 , 0.789 , 0.075) //Pos A = XY Any & B = ZW Lock + #define DGG_Y float4( 0.669 , 0.878 , 0.792 , 0.5) //Pos C = XY Any & UI Postion + #define DGG_Z float4( 0.0, 0.0, 30.0, 1000.0) //Detection Value 0-30 for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DGG_W float4( 0.35, 0.068, 1.0, 0.75) //X is Hoz Size and Y is Vert Size, Z is Inversion amount and W is Depth set elevation with 0.0-0.5 > is Auto. + + #define SSE 1 //Off 0 | 1 Square | 2 Circle + //#define SNE 1 //Off 0 | 1 Trigger on Aim + #define DJJ_X float4( 0.789 , 0.925 , 0.789 , 0.075) //Pos A = XY Any & B = ZW Lock + #define DJJ_Y float4( 0.677 , 0.868 , 0.792 , 0.5) //Pos C = XY Any & UI Postion + #define DJJ_Z float4( 0.0, 0.0, 30.0, 1000.0) //Detection Value 0-30 for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DJJ_W float4( 0.35, 0.068, 1.0, 0.75) //X is Hoz Size and Y is Vert Size, Z is Inversion amount and W is Depth set elevation with 0.0-0.5 > is Auto. + + #define SSF 1 //Off 0 | 1 Square | 2 Circle + //#define SNF 1 //Off 0 | 1 Trigger on Aim + #define DLL_X float4( 0.674 , 0.873 , 0.789 , 0.075) //Pos A = XY Any & B = ZW Lock + #define DLL_Y float4( 0.789 , 0.925 , 0.792 , 0.5) //Pos C = XY Any & UI Postion + #define DLL_Z float4( 30.0, 0.0, 0.0, 1000.0) //Detection Value 0-30 for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DLL_W float4( 0.35, 0.068, 1.0, 0.75) //X is Hoz Size and Y is Vert Size, Z is Inversion amount and W is Depth set elevation with 0.0-0.5 > is Auto. + + + #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. + #define DF_Z 0.25 // Set the Balance + #define DL_Y 0.5 // De-Artifact Only works on some View Modes and causes performance degredation + //#define DB_Y 1.0 // Effects De-Artifacts -1 to 1 Most of the time leave this at 0 and if you set 1 it takes depth into account + //#define DL_Z -0.25 // Compat Power + //#define DJ_X 0.050 // Range Smoothing + + //#define WSM 6 // Weapon Setting Mode + //#define DB_W 14 // Weapon Profile + //#define AWZ 1.0 // Anti-Weapon Hand Z-Fighting -1 is shifted to the right a little bit and 1 is center + //#define WBS 0 //Weapon Boundary Switch 0 | 1 + //#define DF_X float2(0.075,0.250) // ZPD Weapon Boundarys Level 1 and Level 2 + //#define DJ_W 0.125 // Weapon Depth Limit Location 1 + //#define DS_W 1.5 // Weapon Depth Limit Location 2 + //#define WFB 0.0 // ZPD Weapon Elevaton for 1 and 2 scales from [0 - 1] + //#define DT_W float2(0.015,0.03)//WH scale and cutoff + //#define WHM 1 //Weapon Hand Masking lets you use DT_Z + //#define DT_Z 0.1 //WH Masking Power from -1 to 1 + //#define LHA //Lower Height Adjustment [0.5]to[0.575] + //#define FRM 0 //Foveated Rendring mode Toggle + //#define ASA 0 + + //Letter Box Correction Offsets With X & Y + //#define LBC 1 //Letter Box Correction + //#define LBS 1 //Letter Box Sensitvity + //#define LBR 1 //Letter Box Reposition + //#define LBE 1 //Letter Box Elevation + //#define LBI 1 //Letter Box Invert X + //#define DH_Z 0.0 //Pos offset X + //#define DH_W -0.244//Pos offset Y + + #define LBM 2 //Letter Box Masking With size Adust for Top and Bottom and 2 is Left and Right + #define DI_X 0.670 + + //#define FPS 2 // FPS Focus Settings + //#define DK_X 2 //Trigger Type + //#define DK_Y 0 //Eye Selection + //#define WRP 1 //Weapon Reduction Power + //#define DK_Z 2 //World Reduction Power + //#define DK_W 4 //Set Shift Speed + + //Smooth Mode + //#define SMS 3 //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 DAA 1 + #define PEW 1 + //#define DSW 1 + //#define NFM 1 +#elif (App == 0x127D156D ) //The Gunk + //#define DS_Z 2 // Set View Mode + #define DA_W 1 // Set Linerzation + //#define DB_X 1 // Flip + #define DA_X 0.025 // ZPD + //#define DF_Y 0.035 // Seperation + #define DA_Y 550.0 // Near Plane Adjustment + //#define DA_Z .000 // Linerzation Offset + #define DS_Y 2 // Linerzation Offset Effects only distance if true + #define DB_Z 0.025 // Auto Depth Protection + #define DE_X 2 // ZPD Boundary + #define DE_Y 0.750 // 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 0.125 // 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 if 1 then it's float2(0,0) for OIF and DI_W + //#define OIF float4(0.625,0.50,0.3,0.125)// Fix enables if Value is > 0.0 + //#define DI_W float4(0.25,0.5,1.25,3.75) // Like Shift Boundary DG_W But 0 to inf + //#define CWH 2 //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 1.0 //Weapon Near Pushes depth in and adjust perspective to match. + //#define DG_Z 0.05 // 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 0.500 // Auto + //#define DI_Z 0.025 // Trim + //#define DF_W float4(0.0001,0.00,0.0,0.025) // Edge & Scale + //#define DAA_W 2 //Warp/Halo Masking Type + //#define EDU 1 //Elevate Detectors Up effects ZPD + //#define TMD 1 + + //Stencil UI & Detection + #define SUI 5 //Off 0 | Stencil One | Stencil Two | Stencil Three | Stencil Four | Stencil Five | Stencil Six + + #define SSA 1 //Off 0 | 1 Square | 2 Circle + //#define SNA 1 //Off 0 | 1 Trigger on Aim + #define DDD_X float4( 0.108 , 0.194 , 0.405 , 0.228) //Pos A = XY Any & B = ZW Lock + #define DDD_Y float4( 0.500 , 0.776 , 0.5 , 0.523) //Pos C = XY Any & UI Postion + #define DDD_Z float4( 21.0, 1.0, 21.0, 1000.0) //Detection Value 0-30 for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DDD_W float4( 0.104, 0.166, 1.0, 0.05) //X is Hoz Size and Y is Vert Size, Z is Inversion amount and W is Depth set elevation with 0.0-0.5 > is Auto. + //Upgrades + #define SSB 1 //Off 0 | 1 Square | 2 Circle + //#define SNB 1 //Off 0 | 1 Trigger on Aim + #define DEE_X float4( 0.014 , 0.034 , 0.014 , 0.026) //Pos A = XY Any & B = ZW Lock + #define DEE_Y float4( 0.213 , 0.236 , 0.5 , 0.546) //Pos C = XY Any & UI Postion + #define DEE_Z float4( 21.0, 4.0, 21.0, 1000.0) //Detection Value 0-30 for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DEE_W float4( 0.104, 0.162, 1.0, 0.05) //X is Hoz Size and Y is Vert Size, Z is Inversion amount and W is Depth set elevation with 0.0-0.5 > is Auto. + + #define SSC 1 //Off 0 | 1 Square | 2 Circle + //#define SNC 1 //Off 0 | 1 Trigger on Aim + #define DFF_X float4( 0.658 , 0.345 , 0.658 , 0.350) //Pos A = XY Any & B = ZW Lock + #define DFF_Y float4( 0.79 , 0.910 , 0.822 , 0.633) //Pos C = XY Any & UI Postion + #define DFF_Z float4( 21.0, 0.0, 21.0, 1000.0) //Detection Value 0-30 for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DFF_W float4( 0.330, 0.207, 1.0, 0.8) //X is Hoz Size and Y is Vert Size, Z is Inversion amount and W is Depth set elevation with 0.0-0.5 > is Auto. + + #define SSD 1 //Off 0 | 1 Square | 2 Circle + //#define SND 1 //Off 0 | 1 Trigger on Aim + #define DGG_X float4( 0.014 , 0.034 , 0.014 , 0.026) //Pos A = XY Any & B = ZW Lock + #define DGG_Y float4( 0.321 , 0.236 , 0.5 , 0.546) //Pos C = XY Any & UI Postion + #define DGG_Z float4( 21.0, 4.0, 21.0, 1000.0) //Detection Value 0-30 for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DGG_W float4( 0.104, 0.162, 1.0, 0.05) //X is Hoz Size and Y is Vert Size, Z is Inversion amount and W is Depth set elevation with 0.0-0.5 > is Auto. + + #define SSE 1 //Off 0 | 1 Square | 2 Circle + //#define SNE 1 //Off 0 | 1 Trigger on Aim + #define DJJ_X float4( 0.014 , 0.034 , 0.014 , 0.026) //Pos A = XY Any & B = ZW Lock + #define DJJ_Y float4( 0.399 , 0.236 , 0.5 , 0.546) //Pos C = XY Any & UI Postion + #define DJJ_Z float4( 21.0, 4.0, 21.0, 1000.0) //Detection Value 0-30 for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DJJ_W float4( 0.104, 0.162, 1.0, 0.05) //X is Hoz Size and Y is Vert Size, Z is Inversion amount and W is Depth set elevation with 0.0-0.5 > is Auto. + + #define SSF 0 //Off 0 | 1 Square | 2 Circle + //#define SNF 1 //Off 0 | 1 Trigger on Aim + #define DLL_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DLL_Y float4( 0.500 , 0.500 , 0.5 , 0.5) //Pos C = XY Any & UI Postion + #define DLL_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Detection Value 0-30 for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DLL_W float4( 0.0, 0.0, 1.0, 0.0) //X is Hoz Size and Y is Vert Size, Z is Inversion amount and W is Depth set elevation with 0.0-0.5 > is Auto. + + + #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. + #define DF_Z 0.30 // Set the Balance + #define DL_Y 0.125 // De-Artifact Only works on some View Modes and causes performance degredation + //#define DB_Y 1.0 // Effects De-Artifacts -1 to 1 Most of the time leave this at 0 and if you set 1 it takes depth into account + #define DL_Z 0.5 // Compat Power + //#define DJ_X 0.050 // Range Smoothing + + //#define WSM 6 // Weapon Setting Mode + //#define DB_W 14 // Weapon Profile + //#define AWZ 1.0 // Anti-Weapon Hand Z-Fighting -1 is shifted to the right a little bit and 1 is center + //#define WBS 0 //Weapon Boundary Switch 0 | 1 + //#define DF_X float2(0.075,0.250) // ZPD Weapon Boundarys Level 1 and Level 2 + //#define DJ_W 0.125 // Weapon Depth Limit Location 1 + //#define DS_W 1.5 // Weapon Depth Limit Location 2 + //#define WFB 0.0 // ZPD Weapon Elevaton for 1 and 2 scales from [0 - 1] + //#define DT_W float2(0.015,0.03)//WH scale and cutoff + //#define WHM 1 //Weapon Hand Masking lets you use DT_Z + //#define DT_Z 0.1 //WH Masking Power from -1 to 1 + //#define LHA //Lower Height Adjustment [0.5]to[0.575] + //#define FRM 0 //Foveated Rendring mode Toggle + //#define ASA 0 + + //Letter Box Correction Offsets With X & Y + //#define LBC 1 //Letter Box Correction + //#define LBS 1 //Letter Box Sensitvity + //#define LBR 1 //Letter Box Reposition + //#define LBE 1 //Letter Box Elevation + //#define LBI 1 //Letter Box Invert X + //#define DH_Z 0.0 //Pos offset X + //#define DH_W -0.244//Pos offset Y + + //#define LBM 2 //Letter Box Masking With size Adust for Top and Bottom and 2 is Left and Right + //#define DI_X 0.670 + + //#define FPS 2 // FPS Focus Settings + //#define DK_X 2 //Trigger Type + //#define DK_Y 0 //Eye Selection + //#define WRP 1 //Weapon Reduction Power + //#define DK_Z 2 //World Reduction Power + //#define DK_W 4 //Set Shift Speed + + //Smooth Mode + //#define SMS 3 //SM Separation Limit - Do Not use any more + #define DL_X 0.9 //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 DAA 1 + #define PEW 1 + //#define DSW 1 + //#define NFM 1 +#elif (App == 0x74DF3C12 ) //Fort Solis + //#define DS_Z 2 // Set View Mode + #define DA_W 1 // Set Linerzation + //#define DB_X 1 // Flip + #define DA_X 0.025 // ZPD + //#define DF_Y 0.035 // Seperation + #define DA_Y 262.5 // Near Plane Adjustment + //#define DA_Z .000 // Linerzation Offset + #define DS_Y 3 // Linerzation Offset Effects only distance if true + #define DB_Z 0.025 // Auto Depth Protection + #define DE_X 1 // ZPD Boundary + #define DE_Y 0.750 // 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 0.125 // Shift Boundary Out of screen 0.5 and or In screen -0.5 + #define OIL 1 // Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 if 1 then it's float2(0,0) for OIF and DI_W + #define OIF float2(0.625,0.50)// Fix enables if Value is > 0.0 + #define DI_W float2(0.5,1.0) // Like Shift Boundary DG_W But 0 to inf + //#define CWH 2 //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 1.0 //Weapon Near Pushes depth in and adjust perspective to match. + //#define DG_Z 0.05 // 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 0.500 // Auto + //#define DI_Z 0.025 // Trim + //#define DF_W float4(0.0001,0.00,0.0,0.025) // Edge & Scale + //#define DAA_W 2 //Warp/Halo Masking Type + //#define EDU 1 //Elevate Detectors Up effects ZPD + //#define TMD 1 + + //Simple Menu Detection + #define SMD 1 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 + #define DW_X float4( 0.057 , 0.398 , 0.057 , 0.393) //Pos A = XY Any & B = ZW Lock + #define DW_Y float2( 0.057 , 0.406 ) //Pos C = XY + #define DW_Z float4( 29.0, 0.0, 28.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DT_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DT_Y float2( 0.500 , 0.500 ) //Pos C = XY + #define DW_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DAA_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DAA_Y float2( 0.500 , 0.500 ) //Pos C = XY + #define DAA_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DBB_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DBB_Y float2( 0.500 , 0.500 ) //Pos C = XY + #define DBB_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DHH_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DHH_Y float2( 0.500 , 0.500 ) //Pos C = XY + #define DHH_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DII_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DII_Y float2( 0.500 , 0.500 ) //Pos C = XY + #define DII_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + + #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. + #define DF_Z 0.50 // Set the Balance + #define DL_Y 0.5 // De-Artifact Only works on some View Modes and causes performance degredation + //#define DB_Y 1.0 // Effects De-Artifacts -1 to 1 Most of the time leave this at 0 and if you set 1 it takes depth into account + #define DL_Z 0.125 // Compat Power + //#define DJ_X 0.050 // Range Smoothing + + //#define WSM 6 // Weapon Setting Mode + //#define DB_W 14 // Weapon Profile + //#define AWZ 1.0 // Anti-Weapon Hand Z-Fighting -1 is shifted to the right a little bit and 1 is center + //#define WBS 0 //Weapon Boundary Switch 0 | 1 + //#define DF_X float2(0.075,0.250) // ZPD Weapon Boundarys Level 1 and Level 2 + //#define DJ_W 0.125 // Weapon Depth Limit Location 1 + //#define DS_W 1.5 // Weapon Depth Limit Location 2 + //#define WFB 0.0 // ZPD Weapon Elevaton for 1 and 2 scales from [0 - 1] + //#define DT_W float2(0.015,0.03)//WH scale and cutoff + //#define WHM 1 //Weapon Hand Masking lets you use DT_Z + //#define DT_Z 0.1 //WH Masking Power from -1 to 1 + //#define LHA //Lower Height Adjustment [0.5]to[0.575] + //#define FRM 0 //Foveated Rendring mode Toggle + //#define ASA 0 + + //Letter Box Correction Offsets With X & Y + //#define LBC 1 //Letter Box Correction + //#define LBS 1 //Letter Box Sensitvity + //#define LBR 1 //Letter Box Reposition + //#define LBE 1 //Letter Box Elevation + //#define LBI 1 //Letter Box Invert X + //#define DH_Z 0.0 //Pos offset X + //#define DH_W -0.244//Pos offset Y + + //#define LBM 2 //Letter Box Masking With size Adust for Top and Bottom and 2 is Left and Right + //#define DI_X 0.670 + + //#define FPS 2 // FPS Focus Settings + //#define DK_X 2 //Trigger Type + //#define DK_Y 0 //Eye Selection + //#define WRP 1 //Weapon Reduction Power + //#define DK_Z 2 //World Reduction Power + //#define DK_W 4 //Set Shift Speed + + //Smooth Mode + //#define SMS 3 //SM Separation Limit - Do Not use any more + #define DL_X 0.9 //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 DAA 1 + #define PEW 1 + #define DSW 1 + //#define NFM 1 +#elif (App == 0x1FEAF392 ) //South Park Snow Day + //#define DS_Z 2 // Set View Mode + #define DA_W 1 // Set Linerzation + //#define DB_X 1 // Flip + #define DA_X 0.037 // ZPD + //#define DF_Y 0.035 // Seperation + #define DA_Y 250.5 // Near Plane Adjustment + //#define DA_Z .000 // Linerzation Offset + //#define DS_Y 3 // Linerzation Offset Effects only distance if true + //#define DB_Z 0.025 // Auto Depth Protection + #define DE_X 1 // ZPD Boundary + #define DE_Y 0.750 // 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 0.125 // 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 if 1 then it's float2(0,0) for OIF and DI_W + #define OIF float4(0.50,0.375,0.25,0.125)// Fix enables if Value is > 0.0 + #define DI_W float4(0.5,1.25,2.5,3.75) // Like Shift Boundary DG_W But 0 to inf + //#define CWH 2 //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 1.0 //Weapon Near Pushes depth in and adjust perspective to match. + //#define DG_Z 0.05 // 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 0.500 // Auto + //#define DI_Z 0.025 // Trim + //#define DF_W float4(0.0001,0.00,0.0,0.025) // Edge & Scale + //#define DAA_W 2 //Warp/Halo Masking Type + //#define EDU 1 //Elevate Detectors Up effects ZPD + //#define TMD 1 + + //Lock Out Menu Detectors + #define LMD 1 //Off 0 | 1 + #define ISD 1 //Off 0 | 1 //Include Stencils + #define DCC_X float4( 0.177 , 0.855 , 0.167 , 0.889) //Pos A = XY Any & B = ZW Lock + #define DCC_Y float2( 0.205 , 0.895 ) //Pos C = XY + #define DCC_Z float4( 25.0, 1.0, 20.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define MDD 1 //Set Menu Detection & Direction //Off | 1 Left | 2 Right | 3 Bottom | 4 Top + #define COD 0 //Enable or Disable Cut-Off Direction //Off | 1 Top & Bottom for One & Two or Left and Right for Three & Four + #define DN_X float4( 0.300 , 0.810 , 0.6165, 0.064) //Pos A = XY Any & B = ZW Lock + #define DN_Y float4( 0.695 , 0.280 , 0.0, 0.0) //Pos C = XY Any & D = ZW Match + #define DN_Z float4( 0.0, 0.0, 0.0, 0.0) //Pos E = XY Match & F = ZW Match + #define DN_W float4( 1.0, 0.0 , 0.0, 0.0 ) //Size = Menu [ABC] D E F + #define DJ_Y float4( 30.0, 4.0, 30.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DJ_Z float4( 1000., 1000., 1000, 0.0) //Set Match Tresh and IU Y Elevation or Cut-Off -1-1 + + + //Simple Menu Detection + #define SMD 6 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 + #define DW_X float4( 0.569 , 0.5 , 0.410 , 0.052) //Pos A = XY Any & B = ZW Lock + #define DW_Y float2( 0.313 , 0.069 ) //Pos C = XY + #define DW_Z float4( 17.0, 3.0, 26.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DT_X float4( 0.370 , 0.294 , 0.500 , 0.205) //Pos A = XY Any & B = ZW Lock + #define DT_Y float2( 0.627 , 0.709 ) //Pos C = XY + #define DW_W float4( 30.0, 7.0, 30.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DAA_X float4( 0.370 , 0.315 , 0.500 , 0.284) //Pos A = XY Any & B = ZW Lock + #define DAA_Y float2( 0.627 , 0.685 ) //Pos C = XY + #define DAA_Z float4( 30.0, 7.0, 30.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DBB_X float4( 0.220 , 0.157 , 0.482 , 0.419) //Pos A = XY Any & B = ZW Lock + #define DBB_Y float2( 0.752 , 0.729 ) //Pos C = XY + #define DBB_Z float4( 30.0, 3.0, 30.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DHH_X float4( 0.220 , 0.157 , 0.482 , 0.232) //Pos A = XY Any & B = ZW Lock + #define DHH_Y float2( 0.752 , 0.729 ) //Pos C = XY + #define DHH_Z float4( 30.0, 3.0, 30.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DII_X float4( 0.097 , 0.830 , 0.632 , 0.121) //Pos A = XY Any & B = ZW Lock + #define DII_Y float2( 0.880 , 0.175 ) //Pos C = XY + #define DII_Z float4( 30.0, 4.0, 30.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + //Multi Menu Detection //4 Blocks total and 2 sub blocks per one block. + #define MMD 2 //Set Multi Menu Detection // Off 0 | 1 | 2 | 3 | 4 + #define MMS 0 //Set Multi Menu Selection // Off 0 | 1 | 2 | 3 | 4 //0-2 check to 28-30 check Depnding on the option MML + #define MML -1 //Set Multi Menu Leniency // -4 |-3 |-2 |-1 | Off | 1 | 2 | 3 | 4 //Negitive [0 & 30] No Leniency | Zero [0-1 & 29-30] Some Leniency | Positive [0-2 & 28-30] Most Leniency + //Block One + #define DO_X float4( 0.326 , 0.195 , 0.675 , 0.387 ) //Pos A1 = XY Color & A2 = ZW Black + #define DO_Y float4( 0.630 , 0.267 , 0.000 , 0.000 ) //Pos A3 = XY Color & B1 = ZW Color + #define DO_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos B2 = XY Black & B3 = ZW Color + #define DO_W float4( 30.0, 30.0, 1000.0, 1000.0) //Tresh Hold for Color A & B and Color + + #define DP_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos C1 = XY Color & C2 = ZW Black + #define DP_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos C3 = XY Color & D1 = ZW Color + #define DP_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos D2 = XY Black & D3 = ZW Color + #define DP_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color C & D and Color + //Block Two + #define DQ_X float4( 0.227 , 0.070 , 0.931 , 0.898 ) //Pos C1 = XY Color & C2 = ZW Black + #define DQ_Y float4( 0.773 , 0.070 , 0.500 , 0.122 ) //Pos C3 = XY Color & D1 = ZW Color + #define DQ_Z float4( 0.140 , 0.243 , 0.500 , 0.179 ) //Pos D2 = XY Black & D3 = ZW Color + #define DQ_W float4( 25.0, 25.0, 25.0, 19.0) //Tresh Hold for Color A1 & A3 and Color + + #define DR_X float4( 0.708 , 0.069 , 0.939 , 0.902 ) //Pos G1 = XY Color & G2 = ZW Black + #define DR_Y float4( 0.292 , 0.069 , 0.000 , 0.000 ) //Pos G3 = XY Color & H1 = ZW Color + #define DR_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos H2 = XY Black & H3 = ZW Color + #define DR_W float4( 25.0, 25.0, 1000.0, 1000.0) //Tresh Hold for Color G & H and Color + //Block Three + #define DU_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos I1 = XY Color & I2 = ZW Black + #define DU_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos I3 = XY Color & J1 = ZW Color + #define DU_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos J2 = XY Black & J3 = ZW Color + #define DU_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color I & J and Color + + #define DV_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos K1 = XY Color & K2 = ZW Black + #define DV_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos K3 = XY Color & L1 = ZW Color + #define DV_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos L2 = XY Black & L3 = ZW Color + #define DV_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color K & L and Color + //Block Four + #define DX_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos M1 = XY Color & M2 = ZW Black + #define DX_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos M3 = XY Color & N1 = ZW Color + #define DX_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos N2 = XY Black & N3 = ZW Color + #define DX_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color M & N and Color + + #define DY_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos O1 = XY Color & O2 = ZW Black + #define DY_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos O3 = XY Color & P1 = ZW Color + #define DY_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos P2 = XY Black & P3 = ZW Color + #define DY_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color O & P and Color + + + #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. + #define DF_Z 0.375 // 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 0.75 // De-Artifact Only works on some View Modes and causes performance degredation + #define DL_Z 0.125 // Compat Power + //#define DJ_X 0.050 // Range Smoothing + + //#define WSM 6 // Weapon Setting Mode + //#define DB_W 14 // Weapon Profile + //#define AWZ 1.0 // Anti-Weapon Hand Z-Fighting -1 is shifted to the right a little bit and 1 is center + //#define WBS 0 //Weapon Boundary Switch 0 | 1 + //#define DF_X float2(0.075,0.250) // ZPD Weapon Boundarys Level 1 and Level 2 + //#define DJ_W 0.125 // Weapon Depth Limit Location 1 + //#define DS_W 1.5 // Weapon Depth Limit Location 2 + //#define WFB 0.0 // ZPD Weapon Elevaton for 1 and 2 scales from [0 - 1] + //#define DT_W float2(0.015,0.03)//WH scale and cutoff + //#define WHM 1 //Weapon Hand Masking lets you use DT_Z + //#define DT_Z 0.1 //WH Masking Power from -1 to 1 + //#define LHA //Lower Height Adjustment [0.5]to[0.575] + //#define FRM 0 //Foveated Rendring mode Toggle + //#define ASA 0 + + //Letter Box Correction Offsets With X & Y + //#define LBC 1 //Letter Box Correction + //#define LBS 1 //Letter Box Sensitvity + //#define LBR 1 //Letter Box Reposition + //#define LBE 1 //Letter Box Elevation + //#define LBI 1 //Letter Box Invert X + //#define DH_Z 0.0 //Pos offset X + //#define DH_W -0.244//Pos offset Y + + //#define LBM 2 //Letter Box Masking With size Adust for Top and Bottom and 2 is Left and Right + //#define DI_X 0.670 + + //#define FPS 2 // FPS Focus Settings + //#define DK_X 2 //Trigger Type + //#define DK_Y 0 //Eye Selection + //#define WRP 1 //Weapon Reduction Power + //#define DK_Z 2 //World Reduction Power + //#define DK_W 4 //Set Shift Speed + //#define SPF 1 //Resize Depth So it fits the game correctly + //#define DD_X 1.330 + //#define DD_Y 0.995 + //#define DD_Z 0.600 + //#define DD_W -0.425 + //Smooth Mode + //#define SMS 3 //SM Separation Limit - Do Not use any more + #define DL_X 0.95 //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 DAA 1 + #define PEW 1 + //#define DSW 1 + //#define NFM 1 +#elif (App == 0xA530D9DA ) //The Expance + //#define DS_Z 2 // Set View Mode + #define DA_W 1 // Set Linerzation + //#define DB_X 1 // Flip + #define DA_X 0.025 // ZPD + //#define DF_Y 0.035 // Seperation + #define DA_Y 37.5 // Near Plane Adjustment + //#define DA_Z .000 // Linerzation Offset + #define DS_Y 3 // Linerzation Offset Effects only distance if true + #define DB_Z 0.025 // Auto Depth Protection + #define DE_X 1 // ZPD Boundary + #define DE_Y 0.750 // 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 0.125 // Shift Boundary Out of screen 0.5 and or In screen -0.5 + #define OIL 2 // Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 if 1 then it's float2(0,0) for OIF and DI_W + #define OIF float3(0.50,0.375,0.250)// Fix enables if Value is > 0.0 + #define DI_W float3(0.5,1.25,5.0) // Like Shift Boundary DG_W But 0 to inf + //#define CWH 2 //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 1.0 //Weapon Near Pushes depth in and adjust perspective to match. + //#define DG_Z 0.05 // 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 0.500 // Auto + //#define DI_Z 0.025 // Trim + //#define DF_W float4(0.0001,0.00,0.0,0.025) // Edge & Scale + //#define DAA_W 2 //Warp/Halo Masking Type + //#define EDU 1 //Elevate Detectors Up effects ZPD + //#define TMD 1 + + //Simple Menu Detection + #define SMD 6 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 + //How to Keyboard + #define DW_X float4( 0.442 , 0.500 , 0.725 , 0.540) //Pos A = XY Any & B = ZW Lock + #define DW_Y float2( 0.917 , 0.942 ) //Pos C = XY + #define DW_Z float4( 20.0, 1.0, 30.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + //How to Controller + #define DT_X float4( 0.442 , 0.500 , 0.725 , 0.540) //Pos A = XY Any & B = ZW Lock + #define DT_Y float2( 0.912 , 0.953 ) //Pos C = XY + #define DW_W float4( 20.0, 1.0, 30.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + //Settings KB + #define DAA_X float4( 0.0375, 0.223 , 0.917 , 0.942) //Pos A = XY Any & B = ZW Lock + #define DAA_Y float2( 0.905 , 0.9385 ) //Pos C = XY + #define DAA_Z float4( 25.0, 30.0, 2.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + //Settings Controller + #define DBB_X float4( 0.0375, 0.223 , 0.912 , 0.953) //Pos A = XY Any & B = ZW Lock + #define DBB_Y float2( 0.905 , 0.9385 ) //Pos C = XY + #define DBB_Z float4( 25.0, 30.0, 2.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DHH_X float4( 0.090 , 0.127 , 0.917 , 0.942) //Pos A = XY Any & B = ZW Lock + #define DHH_Y float2( 0.905 , 0.9385 ) //Pos C = XY + #define DHH_Z float4( 30.0, 30.0, 2.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DII_X float4( 0.090 , 0.127 , 0.912 , 0.953) //Pos A = XY Any & B = ZW Lock + #define DII_Y float2( 0.905 , 0.9385 ) //Pos C = XY + #define DII_Z float4( 30.0, 30.0, 2.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + //Multi Menu Detection //4 Blocks total and 2 sub blocks per one block. + #define MMD 3 //Set Multi Menu Detection // Off 0 | 1 | 2 | 3 | 4 + #define MMS 0 //Set Multi Menu Selection // Off 0 | 1 | 2 | 3 | 4 //0-2 check to 28-30 check Depnding on the option MML + #define MML -1 //Set Multi Menu Leniency // -4 |-3 |-2 |-1 | Off | 1 | 2 | 3 | 4 //Negitive [0 & 30] No Leniency | Zero [0-1 & 29-30] Some Leniency | Positive [0-2 & 28-30] Most Leniency + //KB & Controllers Logs + #define DO_X float4( 0.910 , 0.942 , 0.297 , 0.060 ) //Pos A1 = XY Color & A2 = ZW Black + #define DO_Y float4( 0.702 , 0.060 , 0.905 , 0.953 ) //Pos A3 = XY Color & B1 = ZW Color + #define DO_Z float4( 0.297 , 0.060 , 0.702 , 0.060 ) //Pos B2 = XY Black & B3 = ZW Color + #define DO_W float4( 30.0, 0.0, 30.0, 0.0) //Tresh Hold for Color A & B and Color + + #define DP_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos C1 = XY Color & C2 = ZW Black + #define DP_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos C3 = XY Color & D1 = ZW Color + #define DP_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos D2 = XY Black & D3 = ZW Color + #define DP_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color C & D and Color + //Block Two + #define DQ_X float4( 0.776 , 0.345 , 0.916 , 0.938 ) //Pos C1 = XY Color & C2 = ZW Black + #define DQ_Y float4( 0.905 , 0.953 , 0.776 , 0.345 ) //Pos C3 = XY Color & D1 = ZW Color + #define DQ_Z float4( 0.916 , 0.938 , 0.910 , 0.943 ) //Pos D2 = XY Black & D3 = ZW Color + #define DQ_W float4( 20.0, 30.0, 20.0, 30.0) //Tresh Hold for Color A1 & A3 and Color + + #define DR_X float4( 0.776 , 0.500 , 0.916 , 0.938 ) //Pos G1 = XY Color & G2 = ZW Black + #define DR_Y float4( 0.905 , 0.953 , 0.776 , 0.500 ) //Pos G3 = XY Color & H1 = ZW Color + #define DR_Z float4( 0.916 , 0.938 , 0.910 , 0.943 ) //Pos H2 = XY Black & H3 = ZW Color + #define DR_W float4( 20.0, 30.0, 20.0, 30.0) //Tresh Hold for Color G & H and Color + //Block Three + #define DU_X float4( 0.776 , 0.629 , 0.916 , 0.938 ) //Pos I1 = XY Color & I2 = ZW Black + #define DU_Y float4( 0.905 , 0.953 , 0.776 , 0.629 ) //Pos I3 = XY Color & J1 = ZW Color + #define DU_Z float4( 0.916 , 0.938 , 0.910 , 0.943 ) //Pos J2 = XY Black & J3 = ZW Color + #define DU_W float4( 20.0, 30.0, 20.0, 30.0) //Tresh Hold for Color I & J and Color + + #define DV_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos K1 = XY Color & K2 = ZW Black + #define DV_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos K3 = XY Color & L1 = ZW Color + #define DV_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos L2 = XY Black & L3 = ZW Color + #define DV_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color K & L and Color + //Block Four + #define DX_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos M1 = XY Color & M2 = ZW Black + #define DX_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos M3 = XY Color & N1 = ZW Color + #define DX_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos N2 = XY Black & N3 = ZW Color + #define DX_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color M & N and Color + + #define DY_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos O1 = XY Color & O2 = ZW Black + #define DY_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos O3 = XY Color & P1 = ZW Color + #define DY_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos P2 = XY Black & P3 = ZW Color + #define DY_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color O & P and Color + + #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. + #define DF_Z 0.25 // 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 0.5 // De-Artifact Only works on some View Modes and causes performance degredation + #define DL_Z -0.125 // Compat Power + //#define DJ_X 0.050 // Range Smoothing + + //#define WSM 6 // Weapon Setting Mode + //#define DB_W 14 // Weapon Profile + //#define AWZ 1.0 // Anti-Weapon Hand Z-Fighting -1 is shifted to the right a little bit and 1 is center + //#define WBS 0 //Weapon Boundary Switch 0 | 1 + //#define DF_X float2(0.075,0.250) // ZPD Weapon Boundarys Level 1 and Level 2 + //#define DJ_W 0.125 // Weapon Depth Limit Location 1 + //#define DS_W 1.5 // Weapon Depth Limit Location 2 + //#define WFB 0.0 // ZPD Weapon Elevaton for 1 and 2 scales from [0 - 1] + //#define DT_W float2(0.015,0.03)//WH scale and cutoff + //#define WHM 1 //Weapon Hand Masking lets you use DT_Z + //#define DT_Z 0.1 //WH Masking Power from -1 to 1 + //#define LHA //Lower Height Adjustment [0.5]to[0.575] + //#define FRM 0 //Foveated Rendring mode Toggle + //#define ASA 0 + + //Letter Box Correction Offsets With X & Y + //#define LBC 1 //Letter Box Correction + //#define LBS 1 //Letter Box Sensitvity + //#define LBR 1 //Letter Box Reposition + //#define LBE 1 //Letter Box Elevation + //#define LBI 1 //Letter Box Invert X + //#define DH_Z 0.0 //Pos offset X + //#define DH_W -0.244//Pos offset Y + + //#define LBM 2 //Letter Box Masking With size Adust for Top and Bottom and 2 is Left and Right + //#define DI_X 0.670 + + //#define FPS 2 // FPS Focus Settings + //#define DK_X 2 //Trigger Type + //#define DK_Y 0 //Eye Selection + //#define WRP 1 //Weapon Reduction Power + //#define DK_Z 2 //World Reduction Power + //#define DK_W 4 //Set Shift Speed + //#define SPF 1 //Resize Depth So it fits the game correctly + //#define DD_X 1.330 + //#define DD_Y 0.995 + //#define DD_Z 0.600 + //#define DD_W -0.425 + //Smooth Mode + //#define SMS 3 //SM Separation Limit - Do Not use any more + #define DL_X 0.9 //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 DAA 1 + #define PEW 1 + #define DSW 1 + //#define NFM 1 +#elif (App == 0xD726918B ) //AD Infinitum + //#define DS_Z 2 // Set View Mode + #define DA_W 1 // Set Linerzation + //#define DB_X 1 // Flip + #define DA_X 0.026 // ZPD + //#define DF_Y 0.035 // Seperation + #define DA_Y 1325.0 // Near Plane Adjustment + //#define DA_Z .000 // Linerzation Offset + #define DS_Y 2 // Linerzation Offset Effects only distance if true + #define DB_Z 0.025 // Auto Depth Protection + #define DE_X 1 // ZPD Boundary + #define DE_Y 0.750 // Set ZPD Boundary Level Zero + #define DE_Z 0.400 // Speed that Boundary is Enforced + //#define AFD 1 // Alternate Frame Detection - May be phased out + //#define DG_W 0.125 // 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 if 1 then it's float2(0,0) for OIF and DI_W + #define OIF float4(0.625,0.500,0.375,0.3)// Fix enables if Value is > 0.0 + #define DI_W float4(0.5,1.0,1.5,2.5) // Like Shift Boundary DG_W But 0 to inf + #define CWH 2 //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 0.05 // 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 0.500 // Auto + //#define DI_Z 0.025 // Trim + //#define DF_W float4(0.0001,0.00,0.0,0.025) // Edge & Scale + //#define DAA_W 2 //Warp/Halo Masking Type + //#define EDU 1 //Elevate Detectors Up effects ZPD + //#define TMD 1 + + //Simple Menu Detection + #define SMD 3 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 + //Settings Gameplay + #define DW_X float4( 0.500 , 0.125 , 0.755 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DW_Y float2( 0.500 , 0.875 ) //Pos C = XY + #define DW_Z float4( 0.0, 30.0, 0.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + //Settings Input Video + #define DT_X float4( 0.500 , 0.125 , 0.755 , 0.600) //Pos A = XY Any & B = ZW Lock + #define DT_Y float2( 0.500 , 0.875 ) //Pos C = XY + #define DW_W float4( 0.0, 30.0, 0.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + //Audio + #define DAA_X float4( 0.500 , 0.125 , 0.650 , 0.482) //Pos A = XY Any & B = ZW Lock + #define DAA_Y float2( 0.500 , 0.875 ) //Pos C = XY + #define DAA_Z float4( 0.0, 30.0, 0.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DBB_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DBB_Y float2( 0.500 , 0.500 ) //Pos C = XY + #define DBB_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DHH_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DHH_Y float2( 0.500 , 0.500 ) //Pos C = XY + #define DHH_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DII_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DII_Y float2( 0.500 , 0.500 ) //Pos C = XY + #define DII_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + + /* + //Simple Menu Detection + #define SMD 6 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 + #define DW_X float4( 0.408 , 0.890 , 0.522 , 0.198) //Pos A = XY Any & B = ZW Lock + #define DW_Y float2( 0.643 , 0.890 ) //Pos C = XY + #define DW_Z float4( 30.0, 0.0, 30.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DT_X float4( 0.410 , 0.890 , 0.522 , 0.198) //Pos A = XY Any & B = ZW Lock + #define DT_Y float2( 0.624 , 0.890 ) //Pos C = XY + #define DW_W float4( 30.0, 0.0, 30.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DAA_X float4( 0.359 , 0.890 , 0.522 , 0.198) //Pos A = XY Any & B = ZW Lock + #define DAA_Y float2( 0.668 , 0.890 ) //Pos C = XY + #define DAA_Z float4( 30.0, 0.0, 30.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DBB_X float4( 0.390 , 0.890 , 0.522 , 0.198) //Pos A = XY Any & B = ZW Lock + #define DBB_Y float2( 0.649 , 0.890 ) //Pos C = XY + #define DBB_Z float4( 30.0, 0.0, 30.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DHH_X float4( 0.419 , 0.890 , 0.522 , 0.198) //Pos A = XY Any & B = ZW Lock + #define DHH_Y float2( 0.610 , 0.890 ) //Pos C = XY + #define DHH_Z float4( 30.0, 0.0, 30.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DII_X float4( 0.457 , 0.890 , 0.522 , 0.198) //Pos A = XY Any & B = ZW Lock + #define DII_Y float2( 0.577 , 0.890 ) //Pos C = XY + #define DII_Z float4( 30.0, 0.0, 30.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + */ + //Multi Menu Detection //4 Blocks total and 2 sub blocks per one block. + #define MMD 2 //Set Multi Menu Detection // Off 0 | 1 | 2 | 3 | 4 + #define MMS 0 //Set Multi Menu Selection // Off 0 | 1 | 2 | 3 | 4 //0-2 check to 28-30 check Depnding on the option MML + #define MML -2 //Set Multi Menu Leniency // -4 |-3 |-2 |-1 | Off | 1 | 2 | 3 | 4 //Negitive [0 & 30] No Leniency | Zero [0-1 & 29-30] Some Leniency | Positive [0-2 & 28-30] Most Leniency + //Block One + #define DO_X float4( 0.408 , 0.890 , 0.522 , 0.198 ) //Pos A1 = XY Color & A2 = ZW Black + #define DO_Y float4( 0.643 , 0.890 , 0.410 , 0.890 ) //Pos A3 = XY Color & B1 = ZW Color + #define DO_Z float4( 0.522 , 0.198 , 0.624 , 0.890 ) //Pos B2 = XY Black & B3 = ZW Color + #define DO_W float4( 30.0, 30.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color + + #define DP_X float4( 0.359 , 0.890 , 0.522 , 0.198 ) //Pos C1 = XY Color & C2 = ZW Black + #define DP_Y float4( 0.668 , 0.890 , 0.390 , 0.890) //Pos C3 = XY Color & D1 = ZW Color + #define DP_Z float4( 0.522 , 0.198 , 0.649 , 0.890 ) //Pos D2 = XY Black & D3 = ZW Color + #define DP_W float4( 30.0, 30.0, 30.0, 30.0) //Tresh Hold for Color C & D and Color + //Block Two + #define DQ_X float4( 0.419 , 0.890 , 0.522 , 0.198 ) //Pos C1 = XY Color & C2 = ZW Black + #define DQ_Y float4( 0.610 , 0.890 , 0.457 , 0.890 ) //Pos C3 = XY Color & D1 = ZW Color + #define DQ_Z float4( 0.522 , 0.198 , 0.577 , 0.890 ) //Pos D2 = XY Black & D3 = ZW Color + #define DQ_W float4( 30.0, 30.0, 30.0, 30.0) //Tresh Hold for Color A1 & A3 and Color + + #define DR_X float4( 0.446 , 0.890 , 0.522 , 0.198 ) //Pos G1 = XY Color & G2 = ZW Black + #define DR_Y float4( 0.587 , 0.890 , 0.000 , 0.000 ) //Pos G3 = XY Color & H1 = ZW Color + #define DR_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos H2 = XY Black & H3 = ZW Color + #define DR_W float4( 30.0, 30.0, 1000.0, 1000.0) //Tresh Hold for Color G & H and Color + //Block Three + #define DU_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos I1 = XY Color & I2 = ZW Black + #define DU_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos I3 = XY Color & J1 = ZW Color + #define DU_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos J2 = XY Black & J3 = ZW Color + #define DU_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color I & J and Color + + #define DV_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos K1 = XY Color & K2 = ZW Black + #define DV_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos K3 = XY Color & L1 = ZW Color + #define DV_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos L2 = XY Black & L3 = ZW Color + #define DV_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color K & L and Color + //Block Four + #define DX_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos M1 = XY Color & M2 = ZW Black + #define DX_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos M3 = XY Color & N1 = ZW Color + #define DX_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos N2 = XY Black & N3 = ZW Color + #define DX_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color M & N and Color + + #define DY_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos O1 = XY Color & O2 = ZW Black + #define DY_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos O3 = XY Color & P1 = ZW Color + #define DY_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos P2 = XY Black & P3 = ZW Color + #define DY_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color O & P and Color + + + #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 -1.0 // De-Artifact Only works on some View Modes and causes performance degredation + #define DL_Z 0.5 // Compat Power + //#define DJ_X 0.050 // Range Smoothing + + //#define WSM 6 // Weapon Setting Mode + //#define DB_W 14 // Weapon Profile + //#define AWZ 1.0 // Anti-Weapon Hand Z-Fighting -1 is shifted to the right a little bit and 1 is center + //#define WBS 0 //Weapon Boundary Switch 0 | 1 + //#define DF_X float2(0.075,0.250) // ZPD Weapon Boundarys Level 1 and Level 2 + //#define DJ_W 0.125 // Weapon Depth Limit Location 1 + //#define DS_W 1.5 // Weapon Depth Limit Location 2 + //#define WFB 0.0 // ZPD Weapon Elevaton for 1 and 2 scales from [0 - 1] + //#define DT_W float2(0.015,0.03)//WH scale and cutoff + //#define WHM 1 //Weapon Hand Masking lets you use DT_Z + //#define DT_Z 0.1 //WH Masking Power from -1 to 1 + //#define LHA //Lower Height Adjustment [0.5]to[0.575] + //#define FRM 0 //Foveated Rendring mode Toggle + //#define ASA 0 + + //Letter Box Correction Offsets With X & Y + //#define LBC 1 //Letter Box Correction + //#define LBS 1 //Letter Box Sensitvity + //#define LBR 1 //Letter Box Reposition + //#define LBE 1 //Letter Box Elevation + //#define LBI 1 //Letter Box Invert X + //#define DH_Z 0.0 //Pos offset X + //#define DH_W -0.244//Pos offset Y + + //#define LBM 2 //Letter Box Masking With size Adust for Top and Bottom and 2 is Left and Right + //#define DI_X 0.670 + + //#define FPS 2 // FPS Focus Settings + //#define DK_X 2 //Trigger Type + //#define DK_Y 0 //Eye Selection + //#define WRP 1 //Weapon Reduction Power + //#define DK_Z 2 //World Reduction Power + //#define DK_W 4 //Set Shift Speed + //#define SPF 1 //Resize Depth So it fits the game correctly + //#define DD_X 1.330 + //#define DD_Y 0.995 + //#define DD_Z 0.600 + //#define DD_W -0.425 + + //Smooth Mode + //#define SMS 3 //SM Separation Limit - Do Not use any more + #define DL_X 0.9 //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 DAA 1 + #define PEW 1 + //#define DSW 1 + //#define NFM 1 +#else + #define NPW 1 //No Profile +#endif + +/* //Template Start +#elif (App == 0x77777777 ) //Game Name + #define DS_Z 2 // Set View Mode + #define DA_W 1 // Set Linerzation + #define ALM 0 // Use Alt linearization + #define DB_X 1 // Flip + #define DA_X 0.01625 // ZPD + #define DF_Y 0.00 // Seperation + #define DA_Y 30.0 // Near Plane Adjustment + #define DA_Z -0.0001 // Linerzation Offset + #define DS_Y 0 // Linerzation Offset Effects only distance if true + #define DB_Z 0.05 // Auto Depth Protection + #define DE_X 2 // ZPD Boundary + #define DE_Y 0.700 // 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 0.250 // Shift Boundary Out of screen 0.5 and or In screen -0.5 + //#define OIL 1 // Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 if 1 then it's float2(0,0) for OIF and DI_W + //#define OIF float2(0.5,0.375)// Fix enables if Value is > 0.0 + //#define DI_W float2(0.5,1.0) // Like Shift Boundary DG_W But 0 to inf + #define CWH 0 //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 1.0 //ZPD Weapon Boundary Alt Adjust power for CWH + #define FTM 0 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. + #define WND 0.175 //Weapon Near Pushes depth in and adjust perspective to match. + #define DG_Z 0.100 // 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 0.250 // Auto + #define DI_Z 0.043 // Trim + #define DF_W float4(0,0,0,0) // Edge & Scale + //#define DAA_W 1 //Warp/Halo Masking Type + #define EDU 0 //Elevate Detectors Up effects ZPD + + #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. + #define DF_Z 0.125 // Set the Balance + #define DAO 0 // Turn On or Off De-Artifact Options For now DAO if set to 1 it's also applys to Hoz + #define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation + #define DB_Y 1.0 // Effects De-Artifacts -1 to 1 Most of the time leave this at 0 and if you set 1 it takes depth into account + #define DL_Z 1.00 // Compat Power + #define DJ_X 0.250 // Range Smoothing + #define WSM 2 // Weapon Setting Mode + #define DB_W 16 // Weapon Profile + #define AWZ -1.0 // Anti-Weapon Hand Z-Fighting -1 is shifted to the right a little bit and 1 is center + #define WBS 0 //Weapon Boundary Switch 0 | 1 + #define DF_X float2(0,0) // ZPD Weapon Boundarys Level 1 and Level 2 + #define DJ_W 0.1 // Weapon Depth Limit Location 1 + #define DS_W 1.0 // Weapon Depth Limit Location 2 + #define WFB 0.0 // ZPD Weapon Elevaton for 1 and 2 scales from [0 - 1] + #define DT_W float2(0.015,0.03)//WH scale and cutoff + #define WHM 1 //Weapon Hand Masking lets you use DT_Z + #define DT_Z 0.1 //WH Masking Power from -1 to 1 + //#define LHA //Lower Height Adjustment [0.5]to[0.575] + //#define FRM 0 //Foveated Rendring mode Toggle +*/ +/* // Warnings + #define DAA 1 + #define NDW 1 + #define PEW 1 + #define RHW 1 + #define NFM 1 + #define DSW 1 +*/ +//Menu Detection Templates - Needs a Specail Shader to adjust +/* + //Lock Out Menu Detectors + #define LMD 0 //Off 0 | 1 + #define ISD 1 //Off 0 | 1 //Include Stencils + #define DCC_X float4( 0.8835, 0.956 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock + #define DCC_Y float2( 0.500 , 0.004 ) //Pos C = XY + #define DCC_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. +*/ +/* + #define MDD 1 //Set Menu Detection & Direction //Off | 1 Left | 2 Right | 3 Bottom | 4 Top + #define COD 0 //Enable or Disable Cut-Off Direction //Off | 1 Top & Bottom for One & Two or Left and Right for Three & Four + #define DN_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DN_Y float4( 0.500 , 0.500 , 0.0, 0.0) //Pos C = XY Any & D = ZW Match + #define DN_Z float4( 0.0, 0.0, 0.0, 0.0) //Pos E = XY Match & F = ZW Match + #define DN_W float4( 1.0, 0.0 , 0.0, 0.0 ) //Size = Menu [ABC] D E F + #define DJ_Y float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DJ_Z float4( 1000., 1000., 1000, 0.0) //Set Match Tresh and IU Y Elevation or Cut-Off -1-1 +*/ +/* + //Simple Menu Detection + #define SMD 0 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 + #define DW_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DW_Y float2( 0.500 , 0.500 ) //Pos C = XY + #define DW_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DT_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DT_Y float2( 0.500 , 0.500 ) //Pos C = XY + #define DW_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DAA_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DAA_Y float2( 0.500 , 0.500 ) //Pos C = XY + #define DAA_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DBB_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DBB_Y float2( 0.500 , 0.500 ) //Pos C = XY + #define DBB_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DHH_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DHH_Y float2( 0.500 , 0.500 ) //Pos C = XY + #define DHH_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + + #define DII_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DII_Y float2( 0.500 , 0.500 ) //Pos C = XY + #define DII_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + +*/ +/* + //Text Menu Detection + #define TMD 0 //Off 0 | 1 Basic Text Mode | 2 Normal | 3 Inverse | 4 Mirror + #define DZ_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DZ_Y float2( 0.500 , 0.500 ) //Pos C = XY + #define DZ_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Text Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DZ_W float4( 0.0, 0.0, 0.0, 0.0) //Text Distance from screen, Text Cutoff point, and adjustable XY Masking. +*/ +/* //Multi Menu Detection //4 Blocks total and 2 sub blocks per one block. + #define MMD 1 //Set Multi Menu Detection // Off 0 | 1 | 2 | 3 | 4 + #define MMS 0 //Set Multi Menu Selection // Off 0 | 1 | 2 | 3 | 4 //0-2 check to 28-30 check Depnding on the option MML + #define MML 0 //Set Multi Menu Leniency // -4 |-3 |-2 |-1 | Off | 1 | 2 | 3 | 4 //Negitive [0 & 30] No Leniency | Zero [0-1 & 29-30] Some Leniency | Positive [0-2 & 28-30] Most Leniency + //Block One + #define DO_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos A1 = XY Color & A2 = ZW Black + #define DO_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos A3 = XY Color & B1 = ZW Color + #define DO_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos B2 = XY Black & B3 = ZW Color + #define DO_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color A & B and Color + + #define DP_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos C1 = XY Color & C2 = ZW Black + #define DP_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos C3 = XY Color & D1 = ZW Color + #define DP_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos D2 = XY Black & D3 = ZW Color + #define DP_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color C & D and Color + //Block Two + #define DQ_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos C1 = XY Color & C2 = ZW Black + #define DQ_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos C3 = XY Color & D1 = ZW Color + #define DQ_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos D2 = XY Black & D3 = ZW Color + #define DQ_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color A1 & A3 and Color + + #define DR_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos G1 = XY Color & G2 = ZW Black + #define DR_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos G3 = XY Color & H1 = ZW Color + #define DR_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos H2 = XY Black & H3 = ZW Color + #define DR_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color G & H and Color + //Block Three + #define DU_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos I1 = XY Color & I2 = ZW Black + #define DU_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos I3 = XY Color & J1 = ZW Color + #define DU_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos J2 = XY Black & J3 = ZW Color + #define DU_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color I & J and Color + + #define DV_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos K1 = XY Color & K2 = ZW Black + #define DV_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos K3 = XY Color & L1 = ZW Color + #define DV_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos L2 = XY Black & L3 = ZW Color + #define DV_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color K & L and Color + //Block Four + #define DX_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos M1 = XY Color & M2 = ZW Black + #define DX_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos M3 = XY Color & N1 = ZW Color + #define DX_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos N2 = XY Black & N3 = ZW Color + #define DX_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color M & N and Color + + #define DY_X float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos O1 = XY Color & O2 = ZW Black + #define DY_Y float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos O3 = XY Color & P1 = ZW Color + #define DY_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //Pos P2 = XY Black & P3 = ZW Color + #define DY_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color O & P and Color +*/ +/* + //Stencil UI & Detection + #define SUI 1 //Off 0 | Stencil One | Stencil Two | Stencil Three | Stencil Four | Stencil Five | Stencil Six + + #define SSA 0 //Off 0 | 1 Square | 2 Circle + //#define SNA 1 //Off 0 | 1 Trigger on Aim + #define DDD_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DDD_Y float4( 0.500 , 0.500 , 0.5 , 0.5) //Pos C = XY Any & UI Postion + #define DDD_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Detection Value 0-30 for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DDD_W float4( 0.0, 0.0, 1.0, 0.0) //X is Hoz Size and Y is Vert Size, Z is Inversion amount and W is Depth set elevation with 0.0-0.5 > is Auto. + + #define SSB 0 //Off 0 | 1 Square | 2 Circle + //#define SNB 1 //Off 0 | 1 Trigger on Aim + #define DEE_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DEE_Y float4( 0.500 , 0.500 , 0.5 , 0.5) //Pos C = XY Any & UI Postion + #define DEE_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Detection Value 0-30 for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. #define DEE_W float4( 0.0, 0.0, 1.0, 0.0) //X is Hoz Size and Y is Vert Size, Z is Inversion amount and W is Depth set elevation with 0.0-0.5 > is Auto. #define SSC 0 //Off 0 | 1 Square | 2 Circle @@ -24791,6 +25839,13 @@ static const int Not_Compatible_Warning_D = 0; //Not Compatible Warning #define DJJ_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Detection Value 0-30 for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. #define DJJ_W float4( 0.0, 0.0, 1.0, 0.0) //X is Hoz Size and Y is Vert Size, Z is Inversion amount and W is Depth set elevation with 0.0-0.5 > is Auto. + #define SSF 0 //Off 0 | 1 Square | 2 Circle + //#define SNF 1 //Off 0 | 1 Trigger on Aim + #define DLL_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock + #define DLL_Y float4( 0.500 , 0.500 , 0.5 , 0.5) //Pos C = XY Any & UI Postion + #define DLL_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Detection Value 0-30 for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. + #define DLL_W float4( 0.0, 0.0, 1.0, 0.0) //X is Hoz Size and Y is Vert Size, Z is Inversion amount and W is Depth set elevation with 0.0-0.5 > is Auto. + */ /* Miscellaneous Depth Buffer Corrections //#define HMT 1 //HUD Mode Trigger @@ -25371,6 +26426,20 @@ static const int Not_Compatible_Warning_D = 0; //Not Compatible Warning #define DKK_W D_Null_W #endif +// X = [Position A & B] Y = [Position C & UI Pos] Z = [ABCW Stencil Menu Tresholds] W = [Stencil Adjust] +#ifndef DLL_X + #define DLL_X UI_F_SPos_XY_XY_A_B_D +#endif +#ifndef DLL_Y + #define DLL_Y UI_F_SPos_XY_C_n_XY_Pos_D +#endif +#ifndef DJJ_Z + #define DLL_Z UI_F_Menu_Tresh_n_WC_D +#endif +#ifndef DJJ_W + #define DLL_W UI_F_Stencil_Adjust_D +#endif + //Special Settings #ifndef OIL #define OIL Over_Intrusion_Level_D //Over Intrusion Level @@ -25522,6 +26591,9 @@ static const int Not_Compatible_Warning_D = 0; //Not Compatible Warning #ifndef SNE #define SNE Stencil_E_Trigger_D //Stencil Trigger on Aim Epsilon #endif +#ifndef SNF + #define SNF Stencil_F_Trigger_D //Stencil Trigger on Aim Zeta +#endif #ifndef SSA #define SSA Stencil_Shape_Alpha_D //Stencil Shape Alpha #endif @@ -25537,6 +26609,9 @@ static const int Not_Compatible_Warning_D = 0; //Not Compatible Warning #ifndef SSE #define SSE Stencil_Shape_Epsilon_D //Stencil Shape Epsilon #endif +#ifndef SSF + #define SSF Stencil_Shape_Zeta_D //Stencil Shape Zeta +#endif #ifndef IWS #define IWS Isolating_Weapon_Stencil_D //Isolating Weapon Stencil #endif @@ -25561,8 +26636,9 @@ static const int Not_Compatible_Warning_D = 0; //Not Compatible Warning #ifndef LDT #define LDT Lock_Out_SDT_Menu_Detection_D //Lock Out for Specialized Depth Trigger #endif - - +#ifndef DAO + #define DAO De_Artifact_Options_D //De-Artifact Options +#endif //SuperDepth3D Warning System #ifndef NPW diff --git a/Shaders/SuperDepth3D.fx b/Shaders/SuperDepth3D.fx index 6d5195f..f1c3aa6 100644 --- a/Shaders/SuperDepth3D.fx +++ b/Shaders/SuperDepth3D.fx @@ -1,7 +1,7 @@ ////----------------// ///**SuperDepth3D**/// //----------------//// - #define SD3D "SuperDepth3D v4.1.5\n" + #define SD3D "SuperDepth3D v4.1.7\n" ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //* Depth Map Based 3D post-process shader //* For Reshade 3.0+ @@ -114,11 +114,13 @@ namespace SuperDepth3D static const float DJJ_X = 0.0, DJJ_Y = 0.0, DJJ_Z = 1000.0, DJJ_W = 0.0; // DKK_X = [SDT Position A & B] DKK_Y = [SDT Position C] DKK_Z = [SDT ABCD Menu Tresholds] DKK_W = [Null] static const float DKK_X = 0.0, DKK_Y = 0.0, DKK_Z = 1000.0, DKK_W = 0.0; + // DLL_X = [Position A & B] DLL_Y = [Position C & UI Pos] DLL_Z = [ABCW Stencil Menu Tresholds] DJJ_W = [Stencil Adjust] + static const float DLL_X = 0.0, DLL_Y = 0.0, DLL_Z = 1000.0, DLL_W = 0.0; // WSM = [Weapon Setting Mode] #define OW_WP "WP Off\0Custom WP\0" static const int WSM = 0; //Triggers - static const float LDT = 0, ALM = 0, SSE = 0, SNE = 0, EDU = 0, LBI = 0,ISD = 0, ASA = 1, IWS = 0, SUI = 0, SSA = 0, SNA = 0, SSB = 0, SNB = 0,SSC = 0, SNC = 0,SSD = 0, SND = 0, LHA = 0, WBS = 0, TMD = 0, FRM = 0, AWZ = 0, CWH = 0, WBA = 0, WFB = 0, WND = 0, WRP = 0, MML = 0, SMD = 0, WHM = 0, SDU = 0, ABE = 2, LBE = 0, HQT = 0, HMD = 0.5, MAC = 0, OIL = 0, MMS = 0, FTM = 0, FMM = 0, SPO = 0, MMD = 0, LBR = 0, AFD = 0, MDD = 0, FPS = 1, SMS = 1, OIF = 0, NCW = 0, RHW = 0, NPW = 0, SPF = 0, BDF = 0, HMT = 0, HMC = 0, DFW = 0, NFM = 0, DSW = 0, LBC = 0, LBS = 0, LBM = 0, DAA = 0, NDW = 0, PEW = 0, WPW = 0, FOV = 0, EDW = 0, SDT = 0; + static const float DAO = 0, LDT = 0, ALM = 0, SSF = 0, SNF = 0, SSE = 0, SNE = 0, EDU = 0, LBI = 0,ISD = 0, ASA = 1, IWS = 0, SUI = 0, SSA = 0, SNA = 0, SSB = 0, SNB = 0,SSC = 0, SNC = 0,SSD = 0, SND = 0, LHA = 0, WBS = 0, TMD = 0, FRM = 0, AWZ = 0, CWH = 0, WBA = 0, WFB = 0, WND = 0, WRP = 0, MML = 0, SMD = 0, WHM = 0, SDU = 0, ABE = 2, LBE = 0, HQT = 0, HMD = 0.5, MAC = 0, OIL = 0, MMS = 0, FTM = 0, FMM = 0, SPO = 0, MMD = 0, LBR = 0, AFD = 0, MDD = 0, FPS = 1, SMS = 1, OIF = 0, NCW = 0, RHW = 0, NPW = 0, SPF = 0, BDF = 0, HMT = 0, HMC = 0, DFW = 0, NFM = 0, DSW = 0, LBC = 0, LBS = 0, LBM = 0, DAA = 0, NDW = 0, PEW = 0, WPW = 0, FOV = 0, EDW = 0, SDT = 0; //Overwatch.fxh State #define OSW 1 #endif @@ -609,7 +611,42 @@ uniform int SuperDepth3D < "Default is Zero and it's Off."; ui_category = "Compatibility Options"; > = float2(DL_Y,DB_Y); + + uniform bool De_Art_Opt < + ui_label = " De-Artifact Hoz"; + ui_tooltip = "Some times We get artifacting on the Hoz axis around round or sloped objects.\n" + "Enable this if you want to also target this issue.\n" + "Default is Off."; + ui_category = "Compatibility Options"; + > = DAO; + + uniform int Select_SS < + ui_type = "combo"; + ui_items = "DLSS\0FSR\0XeSS\0"; + ui_label = " Upscaling Algorithm"; + ui_tooltip = "Use this to match Super Sampling type.\n" + "Default is FSR."; + ui_category = "Scaling Corrections"; + > = 1; + uniform int Easy_SS_Scaling < + //ui_category_closed = false; + ui_type = "combo"; + //ui_items = "Off\0Quality - Good\0Balanced - Fair\0Performance - Avoid\0Ultra Performance - Do Not Use\0"; + //ui_items = "Off\0Ultra Quality - Good\0Quality - Good\0Balanced - Fair\0Performance - Avoid\0"; + ui_items = "Off\0[XeSS] Ultra Quality | [DLSS/FSR] Quality \0[XeSS] Quality | [DLSS/FSR] Balanced \0[XeSS] Balanced | [DLSS/FSR] Performance \0[XeSS] Performance | [DLSS/FSR] Ultra Performance \0"; + ui_label = " Upscaling Quality"; + ui_tooltip = "Use to adjust the DepthBuffer to match the BackBuffer when using some types of Super Sampling in some games.\n" + "Ultra Quality | Best.\n" + "Quality | Good.\n" + "Balanced | Fair.\n" + "Performance | Avoid.\n" + "Ultra Performance | Do Not Use.\n" + "\n" + "Default is Off."; + ui_category = "Scaling Corrections"; + > = 0; + uniform float2 DLSS_FSR_Offset < #if Compatibility ui_type = "drag"; @@ -622,14 +659,15 @@ uniform int SuperDepth3D < "This issue only happens sometimes when using things like DLSS, XeSS and or FSR.\n" "This does not solve for TAA artifacts like Jittering or Smearing.\n" "Default and starts at 0 and is Off. With a max offset of 5 pixels Wide."; - ui_category = "Compatibility Options"; + ui_category = "Scaling Corrections"; > = 0; uniform bool Auto_Scaler_Adjust < ui_label = " Auto Scaler"; ui_tooltip = "Shift the depth map if a misalignment is detected."; - ui_category = "Compatibility Options"; + ui_category = "Scaling Corrections"; > = ASA; + uniform int Depth_Map < ui_type = "combo"; @@ -2010,6 +2048,27 @@ uniform int Extra_Information < return (Menu_Detection > 0); } #endif + #if SUI >= 6 + float Stencil_n_Detection_F()//Active RGB Detection + { + float2 Pos_A = DLL_X.xy, Pos_B = DLL_X.zw, Pos_C = DLL_Y.xy; + float4 ST_Values = DLL_Z; + + //Wild Card Always On + float Menu_X = Check_Color(Pos_A, ST_Values.x) || Check_Color(Pos_A, ST_Values.w); + + float Menu_Z = Check_Color(Pos_C, ST_Values.z) || Check_Color(Pos_C, ST_Values.w); + + float Menu_Detection = Menu_X && //X & W is wiled Card. + Check_Color(Pos_B, ST_Values.y) && //Y + Menu_Z; //Z & W is wiled Card. + + if( ISD ) + return (Menu_Detection > 0) && Lock_Menu_Detection(); + else + return (Menu_Detection > 0); + } + #endif #endif #if SMD //Simple Menu Detection @@ -2523,6 +2582,31 @@ uniform int Extra_Information < //texcoord.xy *= TEST.x; //Need to do a best Guess algo for standared DLSS,FSR,and XeSS texcoord.xy -= DLSS_FSR_Offset.xy * pix; + float SS_Scaling = 1; + //Select_SS 0 //DLSS + //Select_SS 1 //FSR + //Select_SS 2 //XeSS + switch (Easy_SS_Scaling) + { + case 1: + SS_Scaling = Select_SS == 2 ? 1.303 : 1.5; + break; + case 2: + if(Select_SS == 2) + SS_Scaling = 1.5; + else + SS_Scaling = Select_SS == 1 ? 1.7 : 1.73; + break; + case 3: + SS_Scaling = Select_SS == 2 ? 1.7 : 2.0; + break; + case 4: + SS_Scaling = Select_SS == 2 ? 2.0 : 3.0; + break; + } + + texcoord.xy /= SS_Scaling; + float4 DM = Depth(TC_SP(texcoord).xy).xxxx; float R, G, B, A, WD = WeaponDepth(TC_SP(texcoord).xy).x, CoP = WeaponDepth(TC_SP(texcoord).xy).y, CutOFFCal = (CoP/DMA()) * 0.5; //Weapon Cutoff Calculation CutOFFCal = step(DM.x,CutOFFCal); @@ -2598,6 +2682,9 @@ uniform int Extra_Information < #if SUI >= 5 SnD_Toggle = SNE ? Stencil_n_Detection_E() : SnD_Toggle; #endif + #if SUI >= 6 + SnD_Toggle = SNF ? Stencil_n_Detection_F() : SnD_Toggle; + #endif #else float SnD_Toggle = 0; #endif @@ -3274,11 +3361,13 @@ uniform int Extra_Information < { #if TMD //UI Lift Masking + float TMD_LvL = TMD == 1 ? 60 : 600; #if DX9_Toggle - float Basic_UI = saturate(tex2Dlod(SamplerzBuffer_BlurN, float4( texcoord * float2(0.5,1.0) , 0, 2.5 ) ).x * 60); + float Basic_UI = tex2Dlod(SamplerzBuffer_BlurN, float4( texcoord * float2(0.5,1.0) , 0, 2.5 ) ).x; #else - float Basic_UI = saturate(tex2Dlod(SamplerzBuffer_BlurN, float4( texcoord, 0, 2.5 ) ).y * 60); + float Basic_UI = tex2Dlod(SamplerzBuffer_BlurN, float4( texcoord, 0, 2.5 ) ).y; #endif + Basic_UI = saturate( Basic_UI * TMD_LvL); #endif #if Reconstruction_Mode @@ -3370,8 +3459,16 @@ uniform int Extra_Information < float UI_E_Mask_Depth = DJJ_W.w < 0.5 ? DJJ_W.w : Stencil_Sampler(float3( 1-UI_E_Mask_Pos,DJJ_W.w)); float2 UI_E_Mask_Size= DJJ_W.xy; if(Stencil_n_Detection_E()) - DepthBuffer_LP.xy = lerp(DepthBuffer_LP.xy,UI_E_Mask_Depth,Stencil_Masking(texcoord,UI_E_Mask_Pos,UI_E_Mask_Size,DJJ_W.z,SSD)); + DepthBuffer_LP.xy = lerp(DepthBuffer_LP.xy,UI_E_Mask_Depth,Stencil_Masking(texcoord,UI_E_Mask_Pos,UI_E_Mask_Size,DJJ_W.z,SSE)); #endif + #if SUI >= 6 + float2 UI_F_Mask_Pos = 1-DLL_Y.zw; + //Auto Depth 0.5 > needs more detection points will update that later. + float UI_F_Mask_Depth = DLL_W.w < 0.5 ? DLL_W.w : Stencil_Sampler(float3( 1-UI_F_Mask_Pos,DLL_W.w)); + float2 UI_F_Mask_Size= DLL_W.xy; + if(Stencil_n_Detection_F()) + DepthBuffer_LP.xy = lerp(DepthBuffer_LP.xy,UI_F_Mask_Depth,Stencil_Masking(texcoord,UI_F_Mask_Pos,UI_F_Mask_Size,DLL_W.z,SSF)); + #endif #endif if(View_Mode == 0 || View_Mode == 3) @@ -3461,10 +3558,13 @@ uniform int Extra_Information < return tex2Dlod(SamplerzBufferN_Mixed,float4(texcoord,0,0)).x;//Do not use mips on this buffer } - float2 De_Art(float2 sp, float2 ZoomDir) - { + float2 De_Art(float2 sp, float2 Shift_n_Zoom) + { //sp.y * Shift_n_Zoom.y + (1-Shift_n_Zoom.y)*0.5 //if(De_Artifacting.x < 0) - return sp - ZoomDir;//lerp(ZoomDir,0, Depth); + if( De_Art_Opt ) + return float2(sp.x - Shift_n_Zoom.x,sp.y * Shift_n_Zoom.y + (1-Shift_n_Zoom.y)*0.5);//lerp(ZoomDir,0, Depth); + else + return float2(sp.x - Shift_n_Zoom.x,sp.y);//lerp(ZoomDir,0, Depth); } //Perf Level selection & Array access X Y Z W X Y Z W //static const float2 Performance_LvL[2] = { float4( 0.5, 0.5095, 0.679, 0.5 ), float4( 1.0, 1.019, 1.425, 1.0) }; @@ -3503,14 +3603,14 @@ uniform int Extra_Information < float D_Range = lerp(75,25,GetDepth), US_Offset = Diverge < 0 ? -D_Range : D_Range; //Offsets listed here Max Seperation is 3% - 8% of screen space with Depth Offsets & Netto layer offset change based on MS. - float deltaCoordinates = MS * LayerDepth, CurrentDepthMapValue = min(1,GetMixed( ParallaxCoord).x), CurrentLayerDepth = -Re_Scale_WN().x, + float deltaCoordinates = MS.x * LayerDepth, CurrentDepthMapValue = min(1,GetMixed( ParallaxCoord).x), CurrentLayerDepth = -Re_Scale_WN().x, DB_Offset = US_Offset * TP * pix.x; float Mod_Depth = saturate(GetDepth * lerp(1,15,abs(Artifact_Adjust().y))), Reverse_Depth = Artifact_Adjust().y < 0 ? 1-Mod_Depth : Mod_Depth, Scale_With_Depth = Artifact_Adjust().y == 0 ? 1 : Reverse_Depth; float AA_Switch = De_Artifacting.x < 0 ? lerp(0.0125,Artifact_Adjust().x ,smoothstep(0.0,1.0,Foveated_Mask)): Artifact_Adjust().x; - float2 Artifacting_Adjust = float2(MS * lerp(0,0.125,clamp(AA_Switch * Scale_With_Depth,0,2)),0); + float2 Artifacting_Adjust = float2(MS.x * lerp(0,0.125,clamp(AA_Switch * Scale_With_Depth,0,2)),1.0 - (MS.x * lerp(0,0.25,clamp(Artifact_Adjust().x * Scale_With_Depth,0,2)))); // Perform the conditional check outside the loop bool applyArtifacting = (Artifact_Adjust().x != 0); diff --git a/Shaders/SuperDepth3D_VR+.fx b/Shaders/SuperDepth3D_VR+.fx index 8f2304f..d252217 100644 --- a/Shaders/SuperDepth3D_VR+.fx +++ b/Shaders/SuperDepth3D_VR+.fx @@ -1,7 +1,7 @@ ////--------------------// ///**SuperDepth3D_VR+**/// //--------------------//// - #define SD3DVR "SuperDepth3D_VR+ v4.1.5\n" + #define SD3DVR "SuperDepth3D_VR+ v4.1.7\n" ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //* Depth Map Based 3D post-process shader //* For Reshade 4.4+ I think... @@ -114,11 +114,13 @@ namespace SuperDepth3DVR static const float DJJ_X = 0.0, DJJ_Y = 0.0, DJJ_Z = 1000.0, DJJ_W = 0.0; // DKK_X = [SDT Position A & B] DKK_Y = [SDT Position C] DKK_Z = [SDT ABCD Menu Tresholds] DKK_W = [Null] static const float DKK_X = 0.0, DKK_Y = 0.0, DKK_Z = 1000.0, DKK_W = 0.0; + // DLL_X = [Position A & B] DLL_Y = [Position C & UI Pos] DLL_Z = [ABCW Stencil Menu Tresholds] DLL_W = [Stencil Adjust] + static const float DLL_X = 0.0, DLL_Y = 0.0, DLL_Z = 1000.0, DLL_W = 0.0; // WSM = [Weapon Setting Mode] #define OW_WP "WP Off\0Custom WP\0" static const int WSM = 0; //Triggers - static const float LDT = 0, ALM = 0, SSE = 0, SNE = 0, EDU = 0, LBI = 0, ISD = 0, ASA = 1, IWS = 0, SUI = 0, SSA = 0, SNA = 0, SSB = 0, SNB = 0, SSC = 0, SNC = 0, SSD = 0, SND = 0, FRM = 0, LHA = 0, WBS = 0, TMD = 0, AWZ = 0, CWH = 0, WBA = 0, WFB = 0, WND = 0, WRP = 0, MML = 0, SMD = 0, WHM = 0, SDU = 0, ABE = 2, LBE = 0, DRS = 0, MAC = 0, ARW = 0, OIL = 0, MMS = 0, NVK = 0, NDG = 0, FTM = 0, SPO = 0, MMD = 0, SMP = 0, LBR = 0, HQT = 0, AFD = 0, MDD = 0, FPS = 1, SMS = 1, OIF = 0, NCW = 0, RHW = 0, NPW = 0, SPF = 0, BDF = 0, HMT = 0, HMC = 0, DFW = 0, NFM = 0, DSW = 0, LBC = 0, LBS = 0, LBM = 0, DAA = 0, NDW = 0, PEW = 0, WPW = 0, FOV = 0, EDW = 0, SDT = 0; + static const float DAO = 0, LDT = 0, ALM = 0, SSF = 0, SNF = 0, SSE = 0, SNE = 0, EDU = 0, LBI = 0, ISD = 0, ASA = 1, IWS = 0, SUI = 0, SSA = 0, SNA = 0, SSB = 0, SNB = 0, SSC = 0, SNC = 0, SSD = 0, SND = 0, FRM = 0, LHA = 0, WBS = 0, TMD = 0, AWZ = 0, CWH = 0, WBA = 0, WFB = 0, WND = 0, WRP = 0, MML = 0, SMD = 0, WHM = 0, SDU = 0, ABE = 2, LBE = 0, DRS = 0, MAC = 0, ARW = 0, OIL = 0, MMS = 0, NVK = 0, NDG = 0, FTM = 0, SPO = 0, MMD = 0, SMP = 0, LBR = 0, HQT = 0, AFD = 0, MDD = 0, FPS = 1, SMS = 1, OIF = 0, NCW = 0, RHW = 0, NPW = 0, SPF = 0, BDF = 0, HMT = 0, HMC = 0, DFW = 0, NFM = 0, DSW = 0, LBC = 0, LBS = 0, LBM = 0, DAA = 0, NDW = 0, PEW = 0, WPW = 0, FOV = 0, EDW = 0, SDT = 0; //Overwatch.fxh State #define OSW 1 #endif @@ -640,24 +642,63 @@ namespace SuperDepth3DVR "I find a value of 0.5 is good enough in most cases.\n" "Default is Zero and it's Off."; ui_category = "Compatibility Options"; - > = float2(DL_Y,DB_Y); + > = float2(DL_Y,DB_Y); + + uniform bool De_Art_Opt < + ui_label = " De-Artifact Hoz"; + ui_tooltip = "Some times We get artifacting on the Hoz axis around round or sloped objects.\n" + "Enable this if you want to also target this issue.\n" + "Default is Off."; + ui_category = "Compatibility Options"; + > = DAO; + + uniform int Select_SS < + ui_type = "combo"; + ui_items = "DLSS\0FSR\0XeSS\0"; + ui_label = " Upscaling Algorithm"; + ui_tooltip = "Use this to match Super Sampling type.\n" + "Default is FSR."; + ui_category = "Scaling Corrections"; + > = 1; + uniform int Easy_SS_Scaling < + //ui_category_closed = false; + ui_type = "combo"; + //ui_items = "Off\0Quality - Good\0Balanced - Fair\0Performance - Avoid\0Ultra Performance - Do Not Use\0"; + //ui_items = "Off\0Ultra Quality - Good\0Quality - Good\0Balanced - Fair\0Performance - Avoid\0"; + ui_items = "Off\0[XeSS] Ultra Quality | [DLSS/FSR] Quality \0[XeSS] Quality | [DLSS/FSR] Balanced \0[XeSS] Balanced | [DLSS/FSR] Performance \0[XeSS] Performance | [DLSS/FSR] Ultra Performance \0"; + ui_label = " Upscaling Quality"; + ui_tooltip = "Use to adjust the DepthBuffer to match the BackBuffer when using some types of Super Sampling in some games.\n" + "Ultra Quality | Best.\n" + "Quality | Good.\n" + "Balanced | Fair.\n" + "Performance | Avoid.\n" + "Ultra Performance | Do Not Use.\n" + "\n" + "Default is Off."; + ui_category = "Scaling Corrections"; + > = 0; + uniform float2 DLSS_FSR_Offset < + #if Compatibility + ui_type = "drag"; + #else ui_type = "slider"; - ui_min = 0.0; ui_max = 5.0; + #endif + ui_min = -5.0; ui_max = 5.0; ui_label = " Upscaler Offset"; //*** ui_tooltip = "This Offset is for non conforming ZBuffer Postion witch is normaly 1 pixel wide.\n" "This issue only happens sometimes when using things like DLSS, XeSS and or FSR.\n" "This does not solve for TAA artifacts like Jittering or Smearing.\n" "Default and starts at 0 and is Off. With a max offset of 5 pixels Wide."; - ui_category = "Compatibility Options"; + ui_category = "Upscaling Corrections"; > = 0; uniform bool Auto_Scaler_Adjust < ui_label = " Auto Scaler"; ui_tooltip = "Shift the depth map if a misalignment is detected."; - ui_category = "Compatibility Options"; - > = ASA; + ui_category = "Upscaling Corrections"; + > = ASA; uniform int Depth_Map < ui_type = "combo"; @@ -1880,6 +1921,27 @@ uniform int Extra_Information < return (Menu_Detection > 0); } #endif + #if SUI >= 6 + float Stencil_n_Detection_F()//Active RGB Detection + { + float2 Pos_A = DLL_X.xy, Pos_B = DLL_X.zw, Pos_C = DLL_Y.xy; + float4 ST_Values = DLL_Z; + + //Wild Card Always On + float Menu_X = Check_Color(Pos_A, ST_Values.x) || Check_Color(Pos_A, ST_Values.w); + + float Menu_Z = Check_Color(Pos_C, ST_Values.z) || Check_Color(Pos_C, ST_Values.w); + + float Menu_Detection = Menu_X && //X & W is wiled Card. + Check_Color(Pos_B, ST_Values.y) && //Y + Menu_Z; //Z & W is wiled Card. + + if( ISD ) + return (Menu_Detection > 0) && Lock_Menu_Detection(); + else + return (Menu_Detection > 0); + } + #endif #endif #if SMD //Simple Menu Detection @@ -2373,6 +2435,31 @@ uniform int Extra_Information < texcoord.xy -= DLSS_FSR_Offset.xy * pix; + float SS_Scaling = 1; + //Select_SS 0 //DLSS + //Select_SS 1 //FSR + //Select_SS 2 //XeSS + switch (Easy_SS_Scaling) + { + case 1: + SS_Scaling = Select_SS == 2 ? 1.303 : 1.5; + break; + case 2: + if(Select_SS == 2) + SS_Scaling = 1.5; + else + SS_Scaling = Select_SS == 1 ? 1.7 : 1.73; + break; + case 3: + SS_Scaling = Select_SS == 2 ? 1.7 : 2.0; + break; + case 4: + SS_Scaling = Select_SS == 2 ? 2.0 : 3.0; + break; + } + + texcoord.xy /= SS_Scaling; + float4 DM = Depth(TC_SP(texcoord).xy).xxxx; float R, G, B, A, WD = WeaponDepth(TC_SP(texcoord).xy).x, CoP = WeaponDepth(TC_SP(texcoord).xy).y, CutOFFCal = (CoP/DMA()) * 0.5; //Weapon Cutoff Calculation CutOFFCal = step(DM.x,CutOFFCal); @@ -2445,6 +2532,9 @@ uniform int Extra_Information < #if SUI >= 5 SnD_Toggle = SNE ? Stencil_n_Detection_E() : SnD_Toggle; #endif + #if SUI >= 6 + SnD_Toggle = SNF ? Stencil_n_Detection_F() : SnD_Toggle; + #endif #else float SnD_Toggle = 0; #endif @@ -3108,12 +3198,14 @@ uniform int Extra_Information < float GetDB(float2 texcoord) { #if TMD - //UI Lift Masking + //UI Lift Masking + float TMD_LvL = TMD == 1 ? 60 : 600; #if DX9_Toggle - float Basic_UI = saturate(tex2Dlod(SamplerzBuffer_BlurVR, float4( texcoord * float2(0.5,1.0) , 0, 2.5 ) ).x * 60); + float Basic_UI = tex2Dlod(SamplerzBuffer_BlurVR, float4( texcoord * float2(0.5,1.0) , 0, 2.5 ) ).x; #else - float Basic_UI = saturate(tex2Dlod(SamplerzBuffer_BlurVR, float4( texcoord, 0, 2.5 ) ).y * 60); + float Basic_UI = tex2Dlod(SamplerzBuffer_BlurVR, float4( texcoord, 0, 2.5 ) ).y; #endif + Basic_UI = saturate( Basic_UI * TMD_LvL); #endif float LR_Depth_Mask = 1-saturate(tex2Dlod(SamplerzBuffer_BlurVR, float4( texcoord * float2(0.5,1) + float2(0.5,0), 0, 2.5 ) ).x * 5.0); float2 Base_Depth_Buffers = float2(tex2Dlod(SamplerzBufferVR_L, float4( texcoord, 0, 0) ).x,tex2Dlod(SamplerzBufferVR_P, float4( texcoord, 0, 0) ).x); @@ -3197,8 +3289,16 @@ uniform int Extra_Information < float UI_E_Mask_Depth = DJJ_W.w < 0.5 ? DJJ_W.w : Stencil_Sampler(float3( 1-UI_E_Mask_Pos,DJJ_W.w)); float2 UI_E_Mask_Size= DJJ_W.xy; if(Stencil_n_Detection_E()) - DepthBuffer_LP.xy = lerp(DepthBuffer_LP.xy,UI_E_Mask_Depth,Stencil_Masking(texcoord,UI_E_Mask_Pos,UI_E_Mask_Size,DJJ_W.z,SSD)); + DepthBuffer_LP.xy = lerp(DepthBuffer_LP.xy,UI_E_Mask_Depth,Stencil_Masking(texcoord,UI_E_Mask_Pos,UI_E_Mask_Size,DJJ_W.z,SSE)); #endif + #if SUI >= 6 + float2 UI_F_Mask_Pos = 1-DLL_Y.zw; + //Auto Depth 0.5 > needs more detection points will update that later. + float UI_F_Mask_Depth = DLL_W.w < 0.5 ? DLL_W.w : Stencil_Sampler(float3( 1-UI_F_Mask_Pos,DLL_W.w)); + float2 UI_F_Mask_Size= DLL_W.xy; + if(Stencil_n_Detection_F()) + DepthBuffer_LP.xy = lerp(DepthBuffer_LP.xy,UI_F_Mask_Depth,Stencil_Masking(texcoord,UI_F_Mask_Pos,UI_F_Mask_Size,DLL_W.z,SSF)); + #endif #endif if(View_Mode == 0 || View_Mode == 3) @@ -3281,10 +3381,12 @@ uniform int Extra_Information < return tex2Dlod(SamplerzBufferVR_Mixed,float4(texcoord,0,0)).x; } - float2 De_Art(float2 sp, float2 ZoomDir) + float2 De_Art(float2 sp, float2 Shift_n_Zoom) { - //if(De_Artifacting.x < 0) - return sp - ZoomDir; + if( De_Art_Opt ) + return float2(sp.x - Shift_n_Zoom.x,sp.y * Shift_n_Zoom.y + (1-Shift_n_Zoom.y)*0.5);//lerp(ZoomDir,0, Depth); + else + return float2(sp.x - Shift_n_Zoom.x,sp.y);//lerp(ZoomDir,0, Depth); } //Perf Level selection & Array access X Y X Y static const float2 Performance_LvL0[2] = { float2( 0.5 , 0.679), float2( 1.0, 1.425) }; @@ -3321,13 +3423,13 @@ uniform int Extra_Information < float D_Range = lerp(75,25,GetDepth), US_Offset = Diverge < 0 ? -D_Range : D_Range; //Offsets listed here Max Seperation is 3% - 8% of screen space with Depth Offsets & Netto layer offset change based on MS. - float deltaCoordinates = MS * LayerDepth, CurrentDepthMapValue = GetMixed( ParallaxCoord).x, CurrentLayerDepth = -Re_Scale_WN().x*0.5, + float deltaCoordinates = MS.x * LayerDepth, CurrentDepthMapValue = GetMixed( ParallaxCoord).x, CurrentLayerDepth = -Re_Scale_WN().x*0.5, DB_Offset = US_Offset * TP * pix.x; float Mod_Depth = saturate(GetDepth * lerp(1,15,abs(Artifact_Adjust().y))), Reverse_Depth = Artifact_Adjust().y < 0 ? 1-Mod_Depth : Mod_Depth, Scale_With_Depth = Artifact_Adjust().y == 0 ? 1 : Reverse_Depth; - float2 Artifacting_Adjust = float2(MS * lerp(0,0.125,clamp(Artifact_Adjust().x * Scale_With_Depth,0,2)),0); + float2 Artifacting_Adjust = float2(MS.x * lerp(0,0.125,clamp(Artifact_Adjust().x * Scale_With_Depth,0,2)),1.0 - (MS.x * lerp(0,0.25,clamp(Artifact_Adjust().x * Scale_With_Depth,0,2)))); // Perform the conditional check outside the loop bool applyArtifacting = (Artifact_Adjust().x != 0);