diff --git a/Shaders/Overwatch.fxh b/Shaders/Overwatch.fxh index d3c2cd0..b084ad7 100644 --- a/Shaders/Overwatch.fxh +++ b/Shaders/Overwatch.fxh @@ -1,7 +1,7 @@ ////----------------------------------------// ///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. // @@ -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