From cc62e7ae2b96c7f1f2e98c3adaa22439ef7296f5 Mon Sep 17 00:00:00 2001 From: BlueSkyDefender Date: Fri, 26 Jan 2024 13:02:53 -0700 Subject: [PATCH] Mini Update 3.6.8 Superdepth3D & VR+ Unlocked WND Will lock it down later. Because, it can cause major slow down if set too high. Overwatch Profiles Added +Gone Golfing +Hello Neighbour +Hello Neighbour Hide and Seek +Little Orpheus Profiles Updated +Palworld --- Shaders/Overwatch.fxh | 454 +++++++++++++++++++++++++++++++++++- Shaders/SuperDepth3D.fx | 4 +- Shaders/SuperDepth3D_VR+.fx | 4 +- 3 files changed, 449 insertions(+), 13 deletions(-) diff --git a/Shaders/Overwatch.fxh b/Shaders/Overwatch.fxh index b524bda..361db29 100644 --- a/Shaders/Overwatch.fxh +++ b/Shaders/Overwatch.fxh @@ -1,7 +1,7 @@ ////----------------------------------------// ///SuperDepth3D Overwatch Automation Header/// //----------------------------------------//// -#define OVERWATCH "Overwatch v3.6.7\n" +#define OVERWATCH "Overwatch v3.6.8\n" //---------------------------------------OVERWATCH---------------------------------------// // If you are reading this stop. Go away and never look back. From this point on if you // // still think it's is worth looking at this..... Then no one can save you or your soul. // @@ -20361,16 +20361,17 @@ static const int Not_Compatible_Warning_D = 0; //Not Compatible Warning #define DV_Y float4( 0.870 , 0.861 , 0.245 , 0.128 ) //Pos K3 = XY Color & L1 = ZW Color #define DV_Z float4( 0.7485, 0.149, 0.753 , 0.872 ) //Pos L2 = XY Black & L3 = ZW Color #define DV_W float4( 29.0, 29.0, 29.0, 29.0) //Tresh Hold for Color K & L and Color - //Repair Work Bench & ??? + + //Repair Work Bench & Feed Menu #define DX_X float4( 0.156 , 0.145 , 0.843 , 0.145 ) //Pos M1 = XY Color & M2 = ZW Black - #define DX_Y float4( 0.843 , 0.855 , 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( 30.0, 30.0, 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 DX_Y float4( 0.843 , 0.855 , 0.379 , 0.124 ) //Pos M3 = XY Color & N1 = ZW Color + #define DX_Z float4( 0.413 , 0.258 , 0.379 , 0.857 ) //Pos N2 = XY Black & N3 = ZW Color + #define DX_W float4( 30.0, 30.0, 29.0, 29.0) //Tresh Hold for Color M & N and Color + //Roaming Seller & ??? + #define DY_X float4( 0.152 , 0.125 , 0.158 , 0.143 ) //Pos O1 = XY Color & O2 = ZW Black + #define DY_Y float4( 0.847 , 0.125 , 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 DY_W float4( 29.0, 29.0, 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 0.15 // Set the Balance @@ -20680,6 +20681,441 @@ static const int Not_Compatible_Warning_D = 0; //Not Compatible Warning #define PEW 1 #define NDW 1 #define DAA 1 +#elif (App == 0x50D85E5C ) //Gone Golfing + //#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 0.005 // Seperation + #define DA_Y 25.0 // Near Plane Adjustment + //#define DA_Z -0.50 //0.0004 // Linerzation Offset + //#define DS_Y 2 // Linerzation Offset Effects only distance if true + #define DB_Z 0.015 // Auto Depth Protection + #define DE_X 2 // ZPD Boundary + #define DE_Y 0.75 // Set ZPD Boundary Level Zero + #define DE_Z 0.375 // Speed that Boundary is Enforced + //#define AFD 1 // Alternate Frame Detection - May be phased out + //#define DG_W -0.25 // Shift Boundary Out of screen 0.5 and or In screen -0.5 + #define OIL 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(0.5,0.375,0.25)// Fix enables if Value is > 0.0 + #define DI_W float3(0.5,2.5,3.75) // Like Shift Boundary DG_W But 0 to inf + //#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 0.75 // Fix enables if Value is > 0.0 + //#define DI_W 1.0 // Like Shift Boundary DG_W But 0 to inf + //#define FTM 0 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. + #define DG_Z 0.020 // 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 0.25 // Auto + #define DI_Z 0.125 // Trim + #define WND -1.0 //Weapon Near Pushes depth in and adjust perspective to match. + //#define DF_W float4(0.0001,0.002,0.0,0.002)// Edge & Scale + + //#define WSM 6 // Weapon Setting Mode + //#define DB_W 9 // 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(0.1,0.2) // ZPD Weapon Boundarys Level 1 and Level 2 + //#define DJ_W 1.0 // Weapon Depth Limit Location 1 + //#define DS_W 1.5 // Weapon Depth Limit Location 2 + //#define WFB 1.0 // ZPD Weapon Elevaton for 1 and 2 scales from [0 - 1] + + #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. + #define DF_Z 0.15 // Set the Balance + //#define DL_Y 0.25 // 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 0.02 // Range Smoothing + //#define FRM 0 + + //Smooth Mode Setting + #define SMS 3 //SM Toggle Separation + #define DL_X 0.95 //SM Tune + //#define DL_W 0.05 //SM Perspective + #define DM_X 5 //HQ Tune + //#define HQT 1 //HQ Trigger + //#define DM_Y 0 //HQ VRS + #define PEW 1 + #define FOV 1 +#elif (App == 0xC604BB7C ) //No one Lives under the lighthouse + //#define DS_Z 2 // Set View Mode + #define DA_W 1 // Set Linerzation + #define DB_X 1 // Flip + #define DA_X 0.030 // ZPD + //#define DF_Y 0.005 // Seperation + #define DA_Y 255.0 // Near Plane Adjustment + //#define DA_Z -0.50 //0.0004 // Linerzation Offset + #define DS_Y 5 // Linerzation Offset Effects only distance if true + #define DB_Z 0.05 // Auto Depth Protection + //#define DE_X 2 // ZPD Boundary + #define DE_Y 0.75 // Set ZPD Boundary Level Zero + #define DE_Z 0.375 // Speed that Boundary is Enforced + //#define AFD 1 // Alternate Frame Detection - May be phased out + //#define DG_W -0.25 // Shift Boundary Out of screen 0.5 and or In screen -0.5 + //#define OIL 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(0.5,0.375,0.25)// Fix enables if Value is > 0.0 + //#define DI_W float3(0.5,2.5,3.75) // Like Shift Boundary DG_W But 0 to inf + //#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 0.75 // Fix enables if Value is > 0.0 + //#define DI_W 1.0 // Like Shift Boundary DG_W But 0 to inf + //#define FTM 0 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. + //#define DG_Z 0.020 // 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 0.25 // Auto + //#define DI_Z 0.125 // Trim + //#define WND -1.0 //Weapon Near Pushes depth in and adjust perspective to match. + //#define DF_W float4(0.0001,0.002,0.0,0.002)// Edge & Scale + + //#define WSM 6 // Weapon Setting Mode + //#define DB_W 9 // 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(0.1,0.2) // ZPD Weapon Boundarys Level 1 and Level 2 + //#define DJ_W 1.0 // Weapon Depth Limit Location 1 + //#define DS_W 1.5 // Weapon Depth Limit Location 2 + //#define WFB 1.0 // ZPD Weapon Elevaton for 1 and 2 scales from [0 - 1] + #define WND 0.5 //Weapon Near Pushes depth in and adjust perspective to match. + + #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. + #define DF_Z 0.15 // Set the Balance + #define DL_Y 2.0 // 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 0.02 // Range Smoothing + //#define FRM 0 + + //Smooth Mode Setting + #define SMS 3 //SM Toggle Separation + #define DL_X 0.95 //SM Tune + //#define DL_W 0.05 //SM Perspective + #define DM_X 5 //HQ Tune + //#define HQT 1 //HQ Trigger + //#define DM_Y 0 //HQ VRS + #define PEW 1 + #define FOV 1 +#elif (App == 0x9F42F43A ) //The Pony Factory + //#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 0.005 // Seperation + #define DA_Y 15.5 // Near Plane Adjustment + //#define DA_Z -0.50 //0.0004 // Linerzation Offset + #define DS_Y 2 // Linerzation Offset Effects only distance if true + #define DB_Z 0.03 // Auto Depth Protection + //#define DE_X 2 // ZPD Boundary + #define DE_Y 0.75 // Set ZPD Boundary Level Zero + #define DE_Z 0.375 // Speed that Boundary is Enforced + //#define AFD 1 // Alternate Frame Detection - May be phased out + //#define DG_W -0.25 // Shift Boundary Out of screen 0.5 and or In screen -0.5 + //#define OIL 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(0.5,0.375,0.25)// Fix enables if Value is > 0.0 + //#define DI_W float3(0.5,2.5,3.75) // Like Shift Boundary DG_W But 0 to inf + //#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 0.75 // Fix enables if Value is > 0.0 + //#define DI_W 1.0 // Like Shift Boundary DG_W But 0 to inf + //#define FTM 0 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. + #define DG_Z 0.005 // 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 0.25 // Auto + #define DI_Z 0.040 // Trim + #define DF_W float4(0.0001,0.000,0.05,0.005)// Edge & Scale + + //#define WSM 6 // Weapon Setting Mode + //#define DB_W 9 // 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(0.1,0.2) // ZPD Weapon Boundarys Level 1 and Level 2 + //#define DJ_W 1.0 // Weapon Depth Limit Location 1 + //#define DS_W 1.5 // Weapon Depth Limit Location 2 + //#define WFB 1.0 // ZPD Weapon Elevaton for 1 and 2 scales from [0 - 1] + #define WND 1.0 //Weapon Near Pushes depth in and adjust perspective to match. + + #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. + #define DF_Z 0.15 // Set the Balance + //#define DL_Y 2.0 // 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 0.02 // Range Smoothing + //#define FRM 0 + + //Smooth Mode Setting + #define SMS 3 //SM Toggle Separation + #define DL_X 0.95 //SM Tune + //#define DL_W 0.05 //SM Perspective + #define DM_X 5 //HQ Tune + //#define HQT 1 //HQ Trigger + //#define DM_Y 0 //HQ VRS + #define PEW 1 + #define FOV 1 +#elif (App == 0x4B40594D ) //Hello Neighbor + //#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 0.005 // Seperation + #define DA_Y 30.0 // Near Plane Adjustment + //#define DA_Z -0.125 // Linerzation Offset + #define DS_Y 3 // Linerzation Offset Effects only distance if true + #define DB_Z 0.035 // Auto Depth Protection + #define DE_X 2 // ZPD Boundary + #define DE_Y 0.75 // Set ZPD Boundary Level Zero + #define DE_Z 0.375 // Speed that Boundary is Enforced + //#define AFD 1 // Alternate Frame Detection - May be phased out + #define DG_W 0.125 // 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(0.625,0.5)// Fix enables if Value is > 0.0 + #define DI_W float2(1.5,2.5) // Like Shift Boundary DG_W But 0 to inf + + #define CWH 1 //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 0 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. + #define DG_Z 0.0275 // 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 0.5 // Auto + #define DI_Z 0.0275 // Trim + #define DF_W float4(0.0001,0.0015,0.15,0.005)// Edge & Scale + + //#define WSM 6 // Weapon Setting Mode + //#define DB_W 9 // 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(0.1,0.2) // ZPD Weapon Boundarys Level 1 and Level 2 + //#define DJ_W 1.0 // Weapon Depth Limit Location 1 + //#define DS_W 1.5 // Weapon Depth Limit Location 2 + //#define WFB 1.0 // ZPD Weapon Elevaton for 1 and 2 scales from [0 - 1] + #define WND 1.25 //Weapon Near Pushes depth in and adjust perspective to match. + + #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 0.125 // 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 0.02 // Range Smoothing + //#define FRM 0 + + //Smooth Mode Setting + #define SMS 3 //SM Toggle Separation + #define DL_X 0.95 //SM Tune + //#define DL_W 0.05 //SM Perspective + #define DM_X 5 //HQ Tune + //#define HQT 1 //HQ Trigger + //#define DM_Y 0 //HQ VRS + #define PEW 1 + #define FOV 1 +#elif (App == 0x7AD5A79E ) //Secret Neighbor + //#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 0.005 // Seperation + #define DA_Y 137.5 // Near Plane Adjustment + //#define DA_Z -0.125 // Linerzation Offset + //#define DS_Y 3 // Linerzation Offset Effects only distance if true + #define DB_Z 0.05 // Auto Depth Protection + //#define DE_X 2 // ZPD Boundary + #define DE_Y 0.75 // Set ZPD Boundary Level Zero + #define DE_Z 0.375 // Speed that Boundary is Enforced + //#define AFD 1 // Alternate Frame Detection - May be phased out + //#define DG_W 0.125 // 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(0.625,0.5)// Fix enables if Value is > 0.0 + //#define DI_W float2(1.5,2.5) // Like Shift Boundary DG_W But 0 to inf + + //#define CWH 1 //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 0 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. + #define DG_Z 0.0125 // 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 0.25 // Auto + #define DI_Z 0.05 // Trim + #define DF_W float4(0.0001,0.00125,0.025,0.025)// Edge & Scale + + //#define WSM 6 // Weapon Setting Mode + //#define DB_W 9 // 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(0.1,0.2) // ZPD Weapon Boundarys Level 1 and Level 2 + //#define DJ_W 1.0 // Weapon Depth Limit Location 1 + //#define DS_W 1.5 // Weapon Depth Limit Location 2 + //#define WFB 1.0 // ZPD Weapon Elevaton for 1 and 2 scales from [0 - 1] + #define WND 1.0 //Weapon Near Pushes depth in and adjust perspective to match. + + //Lock Out Menu Detectors + #define LMD 1 //Off 0 | 1 + #define DCC_X float4( 0.448 , 0.960 , 0.453 , 0.963) //Pos A = XY Any & B = ZW Lock + #define DCC_Y float2( 0.550 , 0.960 ) //Pos C = XY + #define DCC_Z float4( 3.0, 30.0, 3.0, 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 4 //Off 0 | 1 | 2 | 3 | 4 + #define DW_X float4( 0.063 , 0.109 , 0.916 , 0.400) //Pos A = XY Any & B = ZW Lock + #define DW_Y float2( 0.943 , 0.055 ) //Pos C = XY + #define DW_Z float4( 30.0, 3.0, 30.0, 0.0) //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( 0.063 , 0.109 , 0.100 , 0.075) //Pos A = XY Any & B = ZW Lock + #define DT_Y float2( 0.896 , 0.058 ) //Pos C = XY + #define DW_W float4( 30.0, 6.0, 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( 0.080 , 0.879 , 0.248 , 0.053) //Pos A = XY Any & B = ZW Lock + #define DAA_Y float2( 0.516 , 0.806 ) //Pos C = XY + #define DAA_Z float4( 30.0, 0.0, 27.0, 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( 0.063 , 0.109 , 0.916 , 0.526) //Pos A = XY Any & B = ZW Lock + #define DBB_Y float2( 0.943 , 0.055 ) //Pos C = XY + #define DBB_Z float4( 30.0, 3.0, 30.0, 0.0) //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 2 //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 + //Game + #define DO_X float4( 0.120 , 0.600 , 0.866 , 0.210 ) //Pos A1 = XY Color & A2 = ZW Black + #define DO_Y float4( 0.120 , 0.120 , 0.120 , 0.600 ) //Pos A3 = XY Color & B1 = ZW Color + #define DO_Z float4( 0.866 , 0.210 , 0.120 , 0.120 ) //Pos B2 = XY Black & B3 = ZW Color + #define DO_W float4( 16.0, 16.0, 0.0, 0.0) //Tresh Hold for Color A & B and Color + //Audio & Audio + #define DP_X float4( 0.120 , 0.600 , 0.865 , 0.396 ) //Pos C1 = XY Color & C2 = ZW Black + #define DP_Y float4( 0.120 , 0.120 , 0.120 , 0.600 ) //Pos C3 = XY Color & D1 = ZW Color + #define DP_Z float4( 0.865 , 0.396 , 0.120 , 0.120 ) //Pos D2 = XY Black & D3 = ZW Color + #define DP_W float4( 16.0, 16.0, 0.0, 0.0) //Tresh Hold for Color C & D and Color + //Controls & Controls + #define DQ_X float4( 0.120 , 0.600 , 0.865 , 0.272 ) //Pos C1 = XY Color & C2 = ZW Black + #define DQ_Y float4( 0.120 , 0.120 , 0.120 , 0.600 ) //Pos C3 = XY Color & D1 = ZW Color + #define DQ_Z float4( 0.865 , 0.272 , 0.120 , 0.120 ) //Pos D2 = XY Black & D3 = ZW Color + #define DQ_W float4( 16.0, 16.0, 0.0, 0.0) //Tresh Hold for Color A1 & A3 and Color + //Video + #define DR_X float4( 0.120 , 0.600 , 0.857 , 0.148 ) //Pos G1 = XY Color & G2 = ZW Black + #define DR_Y float4( 0.120 , 0.120 , 0.120 , 0.600 ) //Pos G3 = XY Color & H1 = ZW Color + #define DR_Z float4( 0.857 , 0.148 , 0.120 , 0.120 ) //Pos H2 = XY Black & H3 = ZW Color + #define DR_W float4( 0.0, 16.0, 0.0, 0.0) //Tresh Hold for Color G & H and Color + //Block Three + #define DU_X float4( 0.244 , 0.879 , 0.248 , 0.053 ) //Pos I1 = XY Color & I2 = ZW Black + #define DU_Y float4( 0.152 , 0.799 , 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( 30.0, 27.0, 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 + + #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. + #define DF_Z 0.15 // Set the Balance + #define DL_Y 0.375 // 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 0.02 // Range Smoothing + //#define FRM 0 + + #define BDF 1 //Barrel Distortion Fix k1 k2 k3 and Zoom + #define DC_X -0.500 + #define DC_Y 0.250 + #define DC_Z -0.175 + #define DC_W 0.0525 + + //Smooth Mode Setting + #define SMS 3 //SM Toggle Separation + #define DL_X 0.95 //SM Tune + //#define DL_W 0.05 //SM Perspective + #define DM_X 5 //HQ Tune + //#define HQT 1 //HQ Trigger + //#define DM_Y 0 //HQ VRS + #define PEW 1 + #define FOV 1 +#elif (App == 0x857E0017 ) //Little Orpheus + //#define DS_Z 2 // Set View Mode + #define DA_W 1 // Set Linerzation + #define DB_X 1 // Flip + #define DA_X 0.0375 // ZPD + //#define DF_Y 0.005 // Seperation + #define DA_Y 250.0 // Near Plane Adjustment + //#define DA_Z -0.125 // Linerzation Offset + //#define DS_Y 3 // Linerzation Offset Effects only distance if true + #define DB_Z 0.05 // Auto Depth Protection + #define DE_X 3 // 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(0.5,0.375,0.25,0.0001)// Fix enables if Value is > 0.0 + #define DI_W float4(0.5,1.,2.,10) // Like Shift Boundary DG_W But 0 to inf + + //#define CWH 1 //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 0 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. + #define DG_Z 0.335 // 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 0.25 // Auto + //#define DI_Z 0.05 // Trim + //#define DF_W float4(0.0001,0.00125,0.025,0.025)// Edge & Scale + + //#define WSM 6 // Weapon Setting Mode + //#define DB_W 9 // 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(0.1,0.2) // ZPD Weapon Boundarys Level 1 and Level 2 + //#define DJ_W 1.0 // Weapon Depth Limit Location 1 + //#define DS_W 1.5 // Weapon Depth Limit Location 2 + //#define WFB 1.0 // ZPD Weapon Elevaton for 1 and 2 scales from [0 - 1] + #define WND 0.75 //Weapon Near Pushes depth in and adjust perspective to match. + + //Stencil UI & Detection + #define SUI 2 //Off 0 | 1 Stencil One | 2 Stencil Two + + #define SSA 1 //Off 0 | 1 Square | 2 Circle + //#define SNA 1 //Off 0 | 1 Trigger on Aim + #define DDD_X float4( 0.069, 0.087 , 0.500 , 0.312) //Pos A = XY Any & B = ZW Lock + #define DDD_Y float4( 0.110 , 0.284 , 0.5 , 0.493) //Pos C = XY Any & UI Postion + #define DDD_Z float4( 15.0, 0.0, 30.0, 22.0) //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( 0.000, 0.250, 1.0, 0.01) //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 1 //Off 0 | 1 Square | 2 Circle + //#define SNB 1 //Off 0 | 1 Trigger on Aim + #define DEE_X float4( 0.180, 0.901 , 0.500 , 0.312) //Pos A = XY Any & B = ZW Lock + #define DEE_Y float4( 0.500 , 0.683 , 0.5 , 0.5) //Pos C = XY Any & UI Postion + #define DEE_Z float4( 15.0, 0.0, 0.0, 22.0) //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( 0.000, 0.276, 1.0, 0.01) //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. + + + //Simple Menu Detection + #define SMD 1 //Off 0 | 1 | 2 | 3 | 4 + #define DW_X float4( 0.385, 0.500 , 0.573 , 0.936) //Pos A = XY Any & B = ZW Lock + #define DW_Y float2( 0.703 , 0.388 ) //Pos C = XY + #define DW_Z float4( 26.0, 0.0, 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( 0.069, 0.087 , 0.500 , 0.317) //Pos A = XY Any & B = ZW Lock + #define DT_Y float2( 0.110 , 0.284 ) //Pos C = XY + #define DW_W float4( 15.0, 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( 0.8835, 0.956 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock + #define DAA_Y float2( 0.500 , 0.004 ) //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( 0.8835, 0.956 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock + #define DBB_Y float2( 0.500 , 0.004 ) //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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. + #define DF_Z 0.1625 // 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 -0.75 // Compat Power + //#define DJ_X 0.02 // Range Smoothing + #define FRM 0 + + //Smooth Mode Setting + #define SMS 3 //SM Toggle Separation + #define DL_X 0.95 //SM Tune + //#define DL_W 0.05 //SM Perspective + //#define DM_X 5 //HQ Tune + //#define HQT 1 //HQ Trigger + #define DM_Y 4 //HQ VRS + #define PEW 1 + #define DSW 1 #else #define NPW 1 //No Profile #endif diff --git a/Shaders/SuperDepth3D.fx b/Shaders/SuperDepth3D.fx index 1e7c4fd..93a3142 100644 --- a/Shaders/SuperDepth3D.fx +++ b/Shaders/SuperDepth3D.fx @@ -1,7 +1,7 @@ ////----------------// ///**SuperDepth3D**/// //----------------//// - #define SD3D "SuperDepth3D v4.0.6\n" + #define SD3D "SuperDepth3D v4.0.7\n" ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //* Depth Map Based 3D post-process shader //* For Reshade 3.0+ @@ -1376,7 +1376,7 @@ uniform int Extra_Information < //#define E_O_Switch fmod(abs(Perspective),2) float2 Re_Scale_WN() { float Near_Plane_Popout = WZPD_and_WND.x; - return saturate(float2(abs(Near_Plane_Popout),Near_Plane_Popout >= 0 ? 0 : 1)); + return float2(abs(Near_Plane_Popout),Near_Plane_Popout >= 0 ? 0 : 1); } float Perspective_Switch()// Need to Fix Inficolor Perspective calculation. diff --git a/Shaders/SuperDepth3D_VR+.fx b/Shaders/SuperDepth3D_VR+.fx index 2b0fc6a..26f531d 100644 --- a/Shaders/SuperDepth3D_VR+.fx +++ b/Shaders/SuperDepth3D_VR+.fx @@ -1,7 +1,7 @@ ////--------------------// ///**SuperDepth3D_VR+**/// //--------------------//// - #define SD3DVR "SuperDepth3D_VR+ v4.0.6\n" + #define SD3DVR "SuperDepth3D_VR+ v4.0.7\n" ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //* Depth Map Based 3D post-process shader //* For Reshade 4.4+ I think... @@ -1229,7 +1229,7 @@ uniform int Extra_Information < float2 Re_Scale_WN() { float Near_Plane_Popout = WZPD_and_WND.x * 2; - return saturate(float2(abs(Near_Plane_Popout),Near_Plane_Popout >= 0 ? 0 : 1)); + return float2(abs(Near_Plane_Popout),Near_Plane_Popout >= 0 ? 0 : 1); } float Perspective()