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Update Overwatch.fxh
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+The Thing Remastred
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BlueSkyDefender committed Dec 8, 2024
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Showing 1 changed file with 156 additions and 1 deletion.
157 changes: 156 additions & 1 deletion Shaders/Overwatch.fxh
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////----------------------------------------//
///SuperDepth3D Overwatch Automation Header///
//----------------------------------------////
#define OVERWATCH "Overwatch v4.0.8\n"
#define OVERWATCH "Overwatch v4.0.9\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. //
Expand Down Expand Up @@ -32221,6 +32221,161 @@ static const int Not_Compatible_Warning_D = 0; //Not Compatible Warning
//#define DAA 1
//#define FOV 1
#define ARW 1
#elif (App == 0xF4776195 ) //The Thing Remastred
//#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 0.025 // Seperation
#define DA_Y 33.33 // Near Plane Adjustment
//#define DA_Z 0.0005 // Linerzation Offset
#define DS_Y 2 // Linerzation Offset Effects only distance if true
#define DB_Z 0.021 // 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 3 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3
#define OIF float4(0.50,0.4375,0.25,0.125) //Fix enables if Value is > 0.0
#define DI_W float4(0.5,1.25,2.5,7.5)
//#define CWH 7 //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 0.50 //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 0.50 // Auto
//#define DI_Z 0.05 // Trim
//#define DF_W float4(1.0,0.0005,0.01,0.001)// Edge & Scale
#define DAA_W 2 //Warp/Halo Masking Type
//#define EDU 1 //Elevate Detectors Up effects ZPD
//#define TMD 1
//#define ASA 2 //Auto Depth Scaling

#define BMT 1 // ZPD and World Scale Balance // I need to phase this out.
#define DF_Z 0.25 // 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 0.75 // Compat Power
//#define DJ_X 0.0625 // Range Smoothing

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

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

//#define WSM 6 // Weapon Setting Mode
//#define DB_W 25 // Weapon Profile

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


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

//Simple Menu Detection
#define SMD 3 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6
#define DW_X float4( 0.048 , 0.956 , 0.480 , 0.426) //Pos A = XY Any & B = ZW Lock
#define DW_Y float2( 0.500 , 0.795 ) //Pos C = XY
#define DW_Z float4( 30.0, 25.0, 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( 0.048 , 0.956 , 0.500 , 0.459) //Pos A = XY Any & B = ZW Lock
#define DT_Y float2( 0.487 , 0.444 ) //Pos C = XY
#define DW_W float4( 30.0, 25.0, 19.0, 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( 0.048 , 0.956 , 0.500 , 0.459) //Pos A = XY Any & B = ZW Lock
#define DAA_Y float2( 0.487 , 0.380 ) //Pos C = XY
#define DAA_Z float4( 30.0, 25.0, 19.0, 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.


//Stencil UI & Detection
#define SUI 2 //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( 0.048 , 0.956 , 0.500 , 0.6575) //Pos A = XY Any & B = ZW Lock
#define DDD_Y float4( 0.180 , 0.956 , 0.5 , 0.397) //Pos C = XY Any & UI Postion
#define DDD_Z float4( 30.0, 20.0, 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( 0.207, 0.228, 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 1 //Off 0 | 1 Square | 2 Circle
//#define SNB 1 //Off 0 | 1 Trigger on Aim
#define DEE_X float4( 0.048 , 0.956 , 0.500 , 0.763) //Pos A = XY Any & B = ZW Lock
#define DEE_Y float4( 0.180 , 0.956 , 0.5 , 0.450) //Pos C = XY Any & UI Postion
#define DEE_Z float4( 30.0, 20.0, 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( 0.207, 0.179, 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
//#define SNC 1 //Off 0 | 1 Trigger on Aim
#define DFF_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock
#define DFF_Y float4( 0.500 , 0.500 , 0.5 , 0.5) //Pos C = XY Any & UI Postion
#define DFF_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 DFF_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 SSD 0 //Off 0 | 1 Square | 2 Circle
//#define SND 1 //Off 0 | 1 Trigger on Aim
#define DGG_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock
#define DGG_Y float4( 0.500 , 0.500 , 0.5 , 0.5) //Pos C = XY Any & UI Postion
#define DGG_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 DGG_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 SSE 0 //Off 0 | 1 Square | 2 Circle
//#define SNE 1 //Off 0 | 1 Trigger on Aim
#define DJJ_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock
#define DJJ_Y float4( 0.500 , 0.500 , 0.5 , 0.5) //Pos C = XY Any & UI Postion
#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.



//Smooth Mode
//#define SMS 1 //SM Separation Limit - Do Not use any more
#define DL_X 0.75 //SM Tune Limit
//#define DL_W 0.5 //SM Perspective Limit - Do Not use any more
#define DM_X 6 //SM HQ Tune Power - Will be made global
//#define DM_Y 1 //SM HQ VRS Limit
//#define HQT 1 //SM HQ Trigger
//#define FMM 1 //Filter Mode - Need to add this back in the new shader.
//#define NDW 1
#define PEW 1
#define NFM 1
//#define DSW 1
//#define DRS 1
//#define DAA 1
//#define FOV 1
//#define ARW 1
#else
#define NPW 1 //No Profile
#endif
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