////----------------------------------------// ///SuperDepth3D Overwatch Automation Header/// //----------------------------------------//// #define OVERWATCH "Overwatch v3.7.9\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. // // You will be cursed with never enjoying any memes to their fullest potential.......... // // Ya that's it. JK // // The name comes from this. // // https://en.wikipedia.org/wiki/Overwatch_(military_tactic) // // Since this File looks ahead and sends information the Main shader to prepare it self. // //---------------------------------------------------------------------------------------// // Special Thanks to CeeJay.dk for code simplification and guidance. // // You can contact him here https://github.com/CeeJayDK // //----------------------------------------LICENSE----------------------------------------// // ===================================================================================== // // Overwatch is licenses under: Copyright (C) Depth3D - All Rights Reserved // // // // Unauthorized copying of this file, via any medium is strictly prohibited // // Proprietary and confidential. // // // // You are allowed to obviously download this and use this for your personal use. // // Just don't redistribute this file unless I authorize it. // // // // Written by Jose Negrete , December 2019 // // ===================================================================================== // //--------------------------------------Code Start---------------------------------------// //Setup If Default_View_Mode is missing from shader. #if exists "SuperDepth3D.fx" || exists "SuperDepth3D_VR+.fx" #define View_Value 1 #else #define View_Value 6 #endif //If it's Defined use the Defined Value. #ifndef D_ViewMode #define D_ViewMode View_Value #endif //Check API //Vulkan: 0x20000 #if __RENDERER__ >= 0x20000 //Is Vulkan #define IS_VK 1 #else #define IS_VK 0 #endif #if __RENDERER__ >= 0xc000 //Is DX12 #define IS_DX12 1 #else #define IS_DX12 0 #endif //SuperDepth3D Defaults [Names] [Key] static const float ZPD_D = 0.025; //ZPD | DA_X static const float Depth_Adjust_D = 7.5; //Depth Adjust | DA_Y static const int Depth_Linearization_D = 0; //Linearization | DA_W static const int Depth_Flip_D = 0; //Depth Flip | DB_X static const float Auto_Depth_D = 0.1; //Auto Depth Range | DB_Z static const float Anti_Weapon_Hand_ZFighting_D = 0.0; //Anti-Weapon Hand Z-Fighting | AWZ static const int Weapon_Hand_D = 0; //Weapon Profile | DB_W //Depth Offset static const int Depth_Range_D = 0; //Depth Range Boost | DS_Y static const float Offset_D = 0.0; //Offset | DA_Z //Barrel Distortion Fix static const int Barrel_Distortion_Fix_D = 0; // 0 | 1 : Off | On | BDF static const float BD_K1_D = 0.0; //Barrel Distortion K1 | DC_X static const float BD_K2_D = 0.0; //Barrel Distortion K2 | DC_Y static const float BD_K3_D = 0.0; //Barrel Distortion K3 | DC_Z static const float BD_Zoom_D = 0.0; //Barrel Distortion Zoom | DC_W //Size & Position Fix static const int Size_Position_Fix_D = 0; // 0 | 1 : Off | On | SPF static const float HVS_X_D = 1.0; //Horizontal Size | DD_X static const float HVS_Y_D = 1.0; //Vertical Size | DD_Y static const float HVP_X_D = 0; //Horizontal Position | DD_Z static const float HVP_Y_D = 0; //Vertical Position | DD_W //ZPD Boundary Adjustment static const int ZPD_Elevate_Detectors_Up_D = 0; //Elevate Detectors Up | EDU static const int ZPD_Weapon_Hand_Consideration_D = 0; //ZPD Weapon Hand Consideration 0 | 1 | 2 Half | CWH static const float ZPD_Weapon_Boundary_Alt_Adjust_D = 0;//ZPD Weapon Boundary Alt Adjust power for CWH | WBA static const int ZPD_Boundary_Type_D = 0; //ZPD Boundary Type | DE_X static const float ZPD_Boundary_Scaling_D = 0.5; //ZPD Boundary Scaling | DE_Y static const float ZPD_Boundary_Fade_Time_D = 0.25; //ZPD Boundary Fade Time | DE_Z //Balance Mode Toggle static const int Balance_Mode_Toggle_D = 0; // 0 | 1 : Off | On | BMT static const float2 ZPD_Weapon_Boundary_Adjust_D = 0.0; //ZPD Weapon Boundary Adjust X Y | DF_X static const float Separation_D = 0.0; //ZPD Separation | DF_Y static const float Manual_ZPD_Balance_D = 0.15; //Manual Balance Mode Adjustment | DF_Z //Specialized Depth Trigger static const int Specialized_Depth_Trigger_D = 0; // 0 | 1 | SDT static const float SDC_Offset_X_D = 0.0; //Special Depth Correction Offset X | DG_X static const float SDC_Offset_Y_D = 0.0; //Special Depth Correction Offset Y | DG_Y static const float Check_Depth_Limit_D = 0.0; //Check Depth Limit | DG_W static const int Lock_Out_SDT_Menu_Detection_D = 0; //Off 0 | 1 Lock Out Specialized Depth Trigger | LDT static const float4 Lock_SDT_Pos_XY_XY_A_B_D = 0; //Position A XY B XY | DKK_X static const float2 Lock_SDT_SPos_XY_C_D = 0; //Position C XY | DKK_Y static const float4 Lock_SDT_Menu_Tresh_n_WC_D = 1000; //Simple Menu Tresh For A,B,C & D | DKK_Z //Auto Letter Box Correction static const int Auto_Letter_Box_Correction_D = 0; // 0 | 1 | 2 : Off | Hoz | Vert | LBC static const float LB_Depth_Size_Offset_X_D = 1.0; //Letter Box Depth Size Correction Offset X | DH_X static const float LB_Depth_Size_Offset_Y_D = 1.0; //Letter Box Depth Size Correction Offset Y | DH_Y static const float LB_Depth_Pos_Offset_X_D = 0.0; //Letter Box Depth Position Correction Offset X | DH_Z static const float LB_Depth_Pos_Offset_Y_D = 0.0; //Letter Box Depth Position Correction Offset Y | DH_W //Letter Box Sensitivity static const int LB_Sensitivity_D = 0; // 0 | 1 : Off / On | LBS //Auto Letter Box Masking static const int Auto_Letter_Box_Masking_D = 0; // 0 | 1 | 2 : Off | Hoz | Vert | LBM //Letter Box Reposition static const int Letter_Box_Reposition_D = 0; // 0 | 1 : Default | Alt | LBR static const int Letter_Box_Elevation_D = 0; // 0 | 1 | 2 : Default | low | Med | LBE static const int Letter_Box_Invert_X_D = 0; // 0 | 1 : Default | Alt | LBI static const float LB_Masking_Offset_XY_D = 1.0; //LetterBox Masking Offset XY | DI_X //Weapon / World Near Depth Adjustments static const float Weapon_Near_Depth_Push_D = 0.0; //Weapon Near Near | WND static const float Weapon_Near_Depth_Max_D = 0.0; //Weapon Near Depth Max | DE_W static const float4 Weapon_Edge_Correction_D = 0.0; //Weapon Edge Correction & Weapon Near Scale | DF_W static const float Weapon_Near_Depth_Min_D = 0.0; //Weapon Near Depth Min | DG_Z static const float Weapon_Near_Depth_Trim_D = 0.25; //Weapon Near Depth Trim | DI_Z static const float3 OIL_Weapon_Near_Depth_Min_D = 0.0; //Weapon Near Depth Min LvL | DS_X //Leftover Values static const int Alternate_Frame_Detection_ZPD_D = 0; //Alternate Frame Detection ZPD 0 | 1 : Off / On| AFD static const float Range_Smoothing_D = 0; //Range Smoothing | DJ_X static const float Check_Weapon_Depth_Limit_A_D = 0.10; //Check Weapon Depth Limit Primary | DJ_W //FPS Focus static const int FPS_Focus_Type_D = 0; //FPS Focus Type: World | Weapon | Mix | FPS static const int FPS_Focus_Method_D = 0; //FPS Focus Method: Off | Switch | Hold | DK_X static const int EFO_Eye_Selection_D = 0; //R/L Eye Selection: Both | Right Eye | Left Eye| DK_Y static const int FPS_Weapon_Reduction_D = 0; //FPS Weapon Depth: 15% | 20% | 25% | 30% | 35% | WRP static const int EFO_Fade_Selection_D = 0; //FPS World Depth: 10% | 20% | 30% | 40%| 50% | DK_Z static const int EFO_Fade_Speed_Selection_D = 1; //Eye Fade Speed: 0% | 50% | 100% | 150% | 175% | DK_W 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 static const float De_Artifact_Scale_D = 0; //De-Artifact Scale | DB_Y static const float Compatibility_Power_D = 0.0; //Compatibility Power | DL_Z static const float SM_Perspective_D = 0.05; //SM Perspective | DL_W //SM HQ Values static const int SM_PillarBox_Detection_D = 0; // 0 | 1 | 2 | SMP //To be Removed after a few Gens static const int HQ_Mode_Toggle_D = 0; // 0 | 1 | | HQT static const int HQ_VRS_D = 1; //HQ Variable Rate Shading Off|Auto|High|Med|Low| DM_Y static const int HQ_Smooth_D = 1; //HQ Smooth 0 - 6 | DM_Z static const float HQ_Trim_D = 0.0; //HQ Trim 0.0 - 0.5 | DM_W //Shared Values static const int Warping_Masking_D = 1; //Warping Masking Adjustment | DAA_W static const int HQ_Tune_D = 4; //HQ Tune | DM_X //Lock Out Menu Detection static const int Lock_Out_Menu_Detection_D = 0; // Off 0 | 1 | LMD static const float4 Lock_Pos_XY_XY_A_B_D = 0; //Position A XY B XY | DCC_X static const float2 Lock_SPos_XY_C_D = 0; //Position C XY | DCC_Y static const float4 Lock_Menu_Tresh_n_WC_D = 1000; //Simple Menu Tresh For A,B,C & D | DCC_Z //Menu Detection static const int Menu_Detection_Direction_D = 0; // Off 0 | 1 | 2 | 3 | 4 | MDD static const int Menu_Cutoff_D = 0; // Off 0 | 1 | COD static const float4 Pos_XY_XY_A_B_D = 0; //Position A XY B XY | DN_X static const float4 Pos_XY_XY_C_D_D = 0; //Position C XY D XY | DN_Y static const float4 Pos_XY_XY_E_F_D = 0; //Position E XY F XY | DN_Z static const float4 Menu_Size_Adjust_D = 0; //Menu Size Main ABC | D | E | F | DN_W static const float4 Menu_Detection_Type_D = 1000.0; //Menu Detection Type | DJ_Y static const float4 Match_Threshold_D = 1000.0; //Match Threshold | DJ_Z //Multi Menu Detection static const int Multi_Menu_Detection_D = 0; // Off 0 | 1 | 2 | 3 | 4 | MMD static const int Multi_Menu_Selection_D = 0; // Set from 0-1 to 29-30 | MMS static const int Multi_Menu_Leniency_D = 0; // Off 0 | 1 | 2 | 3 | 4 | MML //Sub Block 1 static const float4 Pos_XY_XY_AA_D = 0; //Position A XY A XY | DO_X static const float4 Pos_XY_XY_AB_D = 0; //Position A XY B XY | DO_Y static const float4 Pos_XY_XY_BB_D = 0; //Position B XY B XY | DO_Z static const float4 Simple_Menu_Tresh_AB_D = 1000; //Simple Menu Tresh For A & B | DO_W static const float4 Pos_XY_XY_CC_D = 0; //Position C XY C XY | DP_X static const float4 Pos_XY_XY_CD_D = 0; //Position C XY D XY | DP_Y static const float4 Pos_XY_XY_DD_D = 0; //Position D XY D XY | DP_Z static const float4 Simple_Menu_Tresh_CD_D = 1000; //Simple Menu Tresh For C & D | DP_W //Sub Block 2 static const float4 Pos_XY_XY_EE_D = 0; //Position E XY E XY | DQ_X static const float4 Pos_XY_XY_EF_D = 0; //Position E XY F XY | DQ_Y static const float4 Pos_XY_XY_FF_D = 0; //Position F XY F XY | DQ_Z static const float4 Simple_Menu_Tresh_EF_D = 1000; //Simple Menu Tresh For E & F | DQ_W static const float4 Pos_XY_XY_GG_D = 0; //Position G XY G XY | DR_X static const float4 Pos_XY_XY_GH_D = 0; //Position G XY H XY | DR_Y static const float4 Pos_XY_XY_HH_D = 0; //Position H XY H XY | DR_Z static const float4 Simple_Menu_Tresh_GH_D = 1000; //Simple Menu Tresh For G & H | DR_W //Sub Block 3 static const float4 Pos_XY_XY_II_D = 0; //Position I XY I XY | DU_X static const float4 Pos_XY_XY_IJ_D = 0; //Position I XY J XY | DU_Y static const float4 Pos_XY_XY_JJ_D = 0; //Position J XY J XY | DU_Z static const float4 Simple_Menu_Tresh_IJ_D = 1000; //Simple Menu Tresh For I & J | DU_W static const float4 Pos_XY_XY_KK_D = 0; //Position K XY K XY | DV_X static const float4 Pos_XY_XY_KL_D = 0; //Position K XY L XY | DV_Y static const float4 Pos_XY_XY_LL_D = 0; //Position L XY L XY | DV_Z static const float4 Simple_Menu_Tresh_KL_D = 1000; //Simple Menu Tresh For K & L | DV_W //Sub Block 4 static const float4 Pos_XY_XY_MM_D = 0; //Position M XY M XY | DX_X static const float4 Pos_XY_XY_MN_D = 0; //Position M XY N XY | DX_Y static const float4 Pos_XY_XY_NN_D = 0; //Position N XY N XY | DX_Z static const float4 Simple_Menu_Tresh_MN_D = 1000; //Simple Menu Tresh For M & N | DX_W static const float4 Pos_XY_XY_OO_D = 0; //Position O XY O XY | DY_X static const float4 Pos_XY_XY_OP_D = 0; //Position O XY P XY | DY_Y static const float4 Pos_XY_XY_PP_D = 0; //Position P XY P XY | DY_Z static const float4 Simple_Menu_Tresh_OP_D = 1000; //Simple Menu Tresh For O & P | DY_W //Simple Menu Detection A,B,C,D,E,&F 6 static const int Simple_Menu_Detection_D = 0; // Off 0 | 1 | 2 | SMD static const float4 A_SPos_XY_XY_A_B_D = 0; //1 Position A XY B XY | DW_X static const float2 A_SPos_XY_C_D = 0; //1 Position C XY | DW_Y static const float4 A_Menu_Tresh_n_WC_D = 1000; //1 Simple Menu Tresh For A,B,C & D | DW_Z static const float4 B_SPos_XY_XY_A_B_D = 0; //2 Position A XY B XY | DT_X static const float2 B_SPos_XY_C_D = 0; //2 Position C XY | DT_Y static const float4 B_Menu_Tresh_n_WC_D = 1000; //2 Simple Menu Tresh For A,B,C & D | DW_W static const float4 C_SPos_XY_XY_A_B_D = 0; //3 Position A XY B XY | DAA_X static const float2 C_SPos_XY_C_D = 0; //3 Position C XY | DAA_Y static const float4 C_Menu_Tresh_n_WC_D = 1000; //3 Simple Menu Tresh For A,B,C & D | DAA_Z static const float4 D_SPos_XY_XY_A_B_D = 0; //4 Position A XY B XY | DBB_X static const float2 D_SPos_XY_C_D = 0; //4 Position C XY | DBB_Y static const float4 D_Menu_Tresh_n_WC_D = 1000; //4 Simple Menu Tresh For A,B,C & D | DBB_Z static const float4 E_SPos_XY_XY_A_B_D = 0; //5 Position A XY B XY | DHH_X static const float2 E_SPos_XY_C_D = 0; //5 Position C XY | DHH_Y static const float4 E_Menu_Tresh_n_WC_D = 1000; //5 Simple Menu Tresh For A,B,C & D | DHH_Z static const float4 F_SPos_XY_XY_A_B_D = 0; //6 Position A XY B XY | DII_X static const float2 F_SPos_XY_C_D = 0; //6 Position C XY | DII_Y static const float4 F_Menu_Tresh_n_WC_D = 1000; //6 Simple Menu Tresh For A,B,C & D | DII_Z //Stencil UI & Detection static const int Stencil_UI_Detection_D = 0; //Off 0 | 1 Stencil One | 2 Stencil Two | SUI static const int Include_Stencils_Detection_D = 0; //Include Stencils Detection | ISD static const int Stencil_Shape_Alpha_D = 0; //Off 0 | 1 Square | 2 Circle | SSA static const int Stencil_A_Trigger_D = 0; //Off 0 | 1 Trigger on Aim | SNA static const float4 UI_A_SPos_XY_XY_A_B_D = 0; //Pos A = XY Any & B = ZW Lock | DDD_X static const float4 UI_A_SPos_XY_C_n_XY_Pos_D = 0; //Pos C = XY Any & UI Postion | DDD_Y static const float4 UI_A_Menu_Tresh_n_WC_D = 1000; //Simple UI Menu Tresh For A,B,C & D | DDD_Z static const float4 UI_A_Stencil_Adjust_D = 0; //Stencil XY Size Z Inv & W Depth Auto-Manual | DDD_W static const int Stencil_Shape_Beta_D = 0; //Off 0 | 1 Square | 2 Circle | SSB static const int Stencil_B_Trigger_D = 0; //Off 0 | 1 Trigger on Aim | SNB static const float4 UI_B_SPos_XY_XY_A_B_D = 0; //Pos A = XY Any & B = ZW Lock | DEE_X static const float4 UI_B_SPos_XY_C_n_XY_Pos_D = 0; //Pos C = XY Any & UI Postion | DEE_Y static const float4 UI_B_Menu_Tresh_n_WC_D = 1000; //Simple UI Menu Tresh For A,B,C & D | DEE_Z static const float4 UI_B_Stencil_Adjust_D = 0; //Stencil XY Size Z Inv & W Depth Auto-Manual | DEE_W static const int Stencil_Shape_Charlie_D = 0; //Off 0 | 1 Square | 2 Circle | SSC static const int Stencil_C_Trigger_D = 0; //Off 0 | 1 Trigger on Aim | SNC static const float4 UI_C_SPos_XY_XY_A_B_D = 0; //Pos A = XY Any & B = ZW Lock | DFF_X static const float4 UI_C_SPos_XY_C_n_XY_Pos_D = 0; //Pos C = XY Any & UI Postion | DFF_Y static const float4 UI_C_Menu_Tresh_n_WC_D = 1000; //Simple UI Menu Tresh For A,B,C & D | DFF_Z static const float4 UI_C_Stencil_Adjust_D = 0; //Stencil XY Size Z Inv & W Depth Auto-Manual | DFF_W static const int Stencil_Shape_Delta_D = 0; //Off 0 | 1 Square | 2 Circle | SSD static const int Stencil_D_Trigger_D = 0; //Off 0 | 1 Trigger on Aim | SND static const float4 UI_D_SPos_XY_XY_A_B_D = 0; //Pos A = XY Any & B = ZW Lock | DGG_X static const float4 UI_D_SPos_XY_C_n_XY_Pos_D = 0; //Pos C = XY Any & UI Postion | DGG_Y static const float4 UI_D_Menu_Tresh_n_WC_D = 1000; //Simple UI Menu Tresh For A,B,C & D | DGG_Z static const float4 UI_D_Stencil_Adjust_D = 0; //Stencil XY Size Z Inv & W Depth Auto-Manual | DGG_W static const int Stencil_Shape_Epsilon_D = 0; //Off 0 | 1 Square | 2 Circle | SSE static const int Stencil_E_Trigger_D = 0; //Off 0 | 1 Trigger on Aim | SNE static const float4 UI_E_SPos_XY_XY_A_B_D = 0; //Pos A = XY Any & B = ZW Lock | DJJ_X static const float4 UI_E_SPos_XY_C_n_XY_Pos_D = 0; //Pos C = XY Any & UI Postion | DJJ_Y 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 static const int Weapon_Boundary_Switch_D = 0; //Weapon Boundary Switch | WBS static const float WH_Masking_Adjust_D = 0; //Weapon Hand Masking Adjust Needs WHM | DT_Z static const float2 Rescale_WH_Near_D = 0; //Rescale amount & Cuttoff | DT_W static const int Text_Menu_Detection_D = 0; // Off 0 | 1 Normal | 2 Inverse | 3 Mirroed | TMD static const float4 TPos_XY_XY_A_B_D = 0; //Text Position A XY B XY | DZ_X static const float2 TSPos_XY_C_D = 0; //Text Position C XY | DZ_Y static const float4 TMenu_Tresh_n_WC_D = 1000; //Text Menu Tresh For A,B,C & D | DZ_Z static const float4 Text_Lift_Cutoff_XYDirection_D = 0; //Text Lift | Cutoff | Masking XY Postion Adjust| DZ_W //Special Toggles static const int Resident_Evil_Fix_D = 0; //Resident Evil Fix [Getting Phased Out] | REF //To be Removed after a few Gens static const int Over_Intrusion_Level_D = 0; //Over Intrusion Level 0 | 1 | 2 | 3 | OIL static const float4 Over_Intrusion_Fix_D = 0.0; //Over Intrusion Fix | OIF static const int Fast_Trigger_Mode_D = 0; //Fast Trigger Mode for OIF | FTM static const float4 OIF_Check_Depth_Limit_D = float4(0.5,0.0,0.0,0.0);//Over Intrusion Check Depth Limit| DI_W static const float Filter_Mode_Modifire01_D = 0.0; //Filter Mode Modifier | FMM static const int Shift_Detectors_Up_D = 0; //Shift Detectors Up | SDU static const int Isolating_Weapon_Stencil_D = 0; //Isolating Weapon Stencil | IWS static const float Isolating_Weapon_Stencil_Amount_D = 0;//Isolating Weapon Stencil Amount | IWS_A static const int Set_Depth_Max_D = 0; //Set Depth Max | SDM static const float Set_Depth_Max_Adjust_D = 0; //Set Depth Max Adjust 0.0 - 1.0 | DBB_W static const int HUD_Mode_Trigger_D = 0; //HUD Mode Trigger | HMT static const float HUDX_D = 0.0; //Heads Up Display Cut Off Point | HMC static const float HUDY_D = 0.5; //Heads Up Display Distance | HMD static const int Use_Alt_Linearization_D = 0; //Alternative linearization forthe depth map | ALM //Special Toggles Defaults static const int Auto_Balance_Ex_LvL_D = 2; //Auto Balance Ex Level | ABE static const int Delay_Frame_Workaround_D = 0; //Delay Frame Workaround | DFW static const int Set_PopOut_D = 0; //Set Popout & Weapon Min | SPO static const int WH_Masking_D = 0; //Set Weapon Hand Masking Power | WHM static const int SM_Foveated_Mode_D = 0; //Enable or disable Foviated Rendering | FRM static const int Lower_Height_Adjust_D = 1; //Lower Height Adjustment [0.5]to[0.575] | LHA static const int Auto_Scaler_Adjust_D = 1; //Enable or Disable Auto Depth Scaling | ASA /////////////////////////////////////////////////////////////////////////////////////////////////////////////// //Special Toggles Warnings static const int No_Profile_Warning_D = 0; //No Profile Warning | NPW static const int Needs_Fix_Mod_D = 0; //Needs Fix/Mod | NFM static const int Depth_Selection_Warning_D = 0; //Depth Selection Warning | DSW static const int Disable_Anti_Aliasing_D = 0; //Disable Anti-Aliasing | DAA static const int Network_Warning_D = 0; //Network Warning | NDW static const int Disable_Post_Effects_Warning_D = 0; //Disable Post Effects Warning | PEW static const int Weapon_Profile_Warning_D = 0; //Weapon Profile Warning | WPW static const int Set_Game_FoV_D = 0; //Set Game FoV | FOV static const int Needs_DXVK_D = 0; //Needs DXVK Wrapper | NVK static const int Needs_DGVoodoo_Two_D = 0; //Needs DGVooDoo2 DX12 Wrapper | NDG static const int Aspect_Ratio_Warning_D = 0; //Aspect Ratio Warning | ARW static const int DRS_Warning_D = 0; //Dynamic Resolution Scaling Warning | DRS //Special Toggles Generic static const int Read_Help_Warning_D = 0; //Read Help Warning | RHW static const int Emulator_Detected_Warning_D = 0; //Emulator Detected Warning | EDW static const int Not_Compatible_Warning_D = 0; //Not Compatible Warning | NCW //Weapon Setting are at the bottom of this file. //Special Handling #if exists "LEGOBatman.exe" //Lego Batman #define sApp 0xA100000 #elif exists "LEGOBatman2.exe" //LEGO Batman 2 #define sApp 0xA100000 #elif exists "GameComponentsOzzy_Win32Steam_Release.dll"//Batman BlackGate #define sApp 0xA200000 #elif exists "AVP2.exe" //Aliens VS Predator 2 #define sApp 0xA300000 #elif exists "PrimalHunt.exe" //Aliens VS Predator 2 - Primal Hunt #define sApp 0xA400000 #else #define sApp __APPLICATION__ #endif //Check for ReShade Version for 64bit game Bug. #if !defined(__RESHADE__) || __RESHADE__ < 43000 #if exists "ACU.exe" //Assassin's Creed Unity #define App 0xA0762A98 #elif exists "BatmanAK.exe" //Batman Arkham Knight #define App 0x4A2297E4 #elif exists "DOOMx64.exe" //DOOM 2016 #define App 0x142EDFD6 #elif exists "RED-Win64-Shipping.exe" //DragonBall Fighters Z #define App 0x31BF8AF6 #elif exists "HellbladeGame-Win64-Shipping.exe" //Hellblade Senua's Sacrifice #define App 0xAAA18268 #elif exists "TheForest.exe" //The Forest #define App 0xABAA2255 #elif exists "MonsterHunterWorld.exe" //Monster Hunter World #define App 0xDB3A28BD #elif exists "FarCry5.exe" //Farcry 5 #define App 0xC150B805 #else #define App sApp #endif #else #define App sApp #endif //Game Hashes// #if (App == 0xC19572DDF || App == 0xFBEE8027 || App == 0x2A19A7FA|| App == 0xCBFC0440 ) //PCSX2 | CEMU | Yuzu | Ryujinx #define RHW 1 #define SPF 2 #define HMT 1 #define DSW 1 #define EDW 1 #elif (App == 0xC753DADB ) //ES: Oblivion #define DA_X 0.0605 #define DF_Y 0.025 #define DA_Y 12.50 //#define DE_X 1 //#define DE_Y 0.8125 //#define DE_Z 0.375 #define BMT 1 #define DF_Z 0.125 #define DG_Z 0.130//Min #define DI_Z 0.250//0.160//Trim #define FOV 1 #elif (App == 0x7B81CCAB || App == 0xFB9A99AB ) //BorderLands 2 & Pre-Sequel #define DA_Y 24.0 //#define DA_Z 0.00025 #define DA_X 0.035 #define DF_Y 0.005 #define DB_W 4 #define DE_X 5 #define DE_Y 0.625 #define DE_Z 0.300 #define DF_X float2(0.300,0.0) #define BMT 1 #define DF_Z 0.175 #define SMS 1 //SM Toggle Separation #define DL_X 0.575 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth #define NDW 1 #elif (App == 0x697CDA52 ) //CoD:WaW #define DA_Y 12.5 #define DB_W 14 #elif (App == 0x4383C12A || App == 0x239E5522 || App == 0x3591DE9C ) //CoD | CoD:UO | CoD:2 #define DB_W 15 #define RHW 1 #elif (App == 0x37BD797D ) //Quake DarkPlaces #define DA_Y 15.0 #define WSM 4 #define DB_W 17 #elif (App == 0x34F4B6C ) //Quake 2 XP * #define DB_W 18 #elif (App == 0xED7B83DE ) //Quake 4 #ED7B83DE #define DA_Y 15.0 #define DB_W 19 #elif (App == 0x886386A ) //Metro Redux Games **** #define DA_Y 10.50 //11.0 // 12.5 #define DA_X 0.05 #define DF_Y 0.05 //0.03 #define DB_Z 0.125 #define DE_X 4 //#define DE_Y 0.5 #define DE_Z 0.375 #define BMT 1 #define DF_Z 0.150 #define DG_Z 0.0125 //Min #define DI_Z 0.1000 //Trim #define DB_W 21 #define DF_X 0.250 #define DJ_W 0.250 #define SMS 2 //SM Toggle Separation #define DL_X 0.550 //SM Tune #define DL_W 0.050 //SM Perspective #define FOV 1 #elif (App == 0xF5C7AA92 || App == 0x493B5C71 ) //S.T.A.L.K.E.R: Games #define DA_Y 10.0 #define DB_W 26 #elif (App == 0xDE2F0F4D ) //Prey 2006 **** #define WSM 5 #define DB_W 2 #elif (App == 0x36976F6D ) //Prey 2017 #define DA_W 1 #define DA_X 0.04625 #define DA_Y 21.25 #define DE_X 4 #define DE_Y 0.5 #define DE_Z 0.300 #define DF_Y 0.05 #define WSM 8 #define OW_WP "Read Help & Change Me\0Custom WP\0Prey High Settings and <\0Prey 2017 Very High\0" #define RHW 1 #define PEW 1 #define WPW 1 #elif (App == 0xBF757E3A ) //Return to Castle Wolfenstein **** #define DA_Y 8.75 #define WSM 5 #define DB_W 5 #elif (App == 0x6D3CD99E ) //Blood 2 **** #define DA_X 0.105 #define DE_X 4 //#define DE_Y 0.50 #define DE_Z 0.475 #define WSM 9 #define DB_W 8 #define OW_WP "Read Help & Change Me\0Custom WP\0Blood 2 All Weapons\0Blood 2 Bonus Weapons\0Blood 2 Former\0" #define WPW 1 #define NFM 1 #define RHW 1 #elif (App == 0xF22A9C7D || App == 0x5416A79D ) //SOMA #define DA_Y 56.0 //30.0 //25.5 #define DA_X 0.0375 #define DF_Y 0.050 #define DB_Z 0.075 //#define DG_W 0.000 //Pop #define BMT 1 #define DF_Z 0.05 #define DA_Z -0.000125 #define SMS 1 //SM Toggle Separation #define DL_X 0.850 //SM Tune //#define DL_W 0.025 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 2 //HQ Smooth #define WSM 5 #define DB_W 12 #define DG_Z 0.250 //0.130 #define DI_Z 0.155 #define DE_X 4 //#define DE_Y 0.375 #define DE_Z 0.375 #define DF_X float2(0.300,0.0) #define DJ_W 0.40 //TEMP #define FOV 1 #define RHW 1 #elif (App == 0x6FB6410B ) //Cryostasis **** #define DA_Y 13.75 #define WSM 5 #define DB_W 13 #elif (App == 0x16B8D61A) //Unreal Gold with v227 **** #define DA_Y 17.5 #define WSM 5 #define DB_W 14 #define HMC 0.534 #define HMT 1 #elif (App == 0x5FCFB1E5 ) //Project Warlock #define DA_W 1 #define DA_X 0.0475 #define DF_Y 0.02375 #define DA_Y 50.0 #define DB_X 1 #define DE_X 4 //#define DE_Y 0.500 #define DE_Z 0.400 #define DG_W 0.125 #define WSM 5 #define DB_W 19 #define DSW 1 #elif (App == 0x9C5C946E ) //EuroTruckSim2 #define DB_X 1 #define DA_X 0.06 #define DF_Y 0.05 #define DA_Y 7.0 #define DA_Z -0.007 #define WSM 5 #define DB_W 21 //1 or 5 #elif (App == 0xB302EC7 || App == 0x91D9EBAF ) //F.E.A.R | F.E.A.R 2: Project Origin #define DA_X 0.110 #define DA_Y 12.0 #define DA_Z 0.00025 #define DE_X 4 //#define DE_Y 0.625 #define DE_Z 0.375 //#define DG_W 0.25 #define WSM 5 #define DB_W 22 //#define DF_X 0.225 #define DSW 1 //? #define FOV 1 #define RHW 1 #elif (App == 0x2C742D7C ) //Immortal Redneck CP alt 1.9375 #define DA_Y 20.0 #define WSM 5 #define DB_W 24 #elif (App == 0x663E66FE ) //NecroVisioN & NecroVisioN: Lost Company #define DA_Y 10.0 #define WSM 5 #define DB_W 26 #elif (App == 0xAA6B948E ) //Rage64 #define DA_Y 20.0 #define WSM 3 #define DB_W 2 #elif (App == 0x3FDD232A ) //FEZ #define DA_X 0.2125 #define DA_Z -0.901 #elif (App == 0x941D8A46 ) //Tomb Raider Anniversary :) #define DA_Y 75.0 #define DA_Z 0.0206 #elif (App == 0xF0100C34 ) //Two Worlds Epic Edition #define DA_Y 43.75 #define DA_Z 0.07575 #elif (App == 0xA4C82737 ) //Silent Hill: Homecoming #define DA_Y 25.0 #define DA_X 0.0375 #define DA_Z 0.11625 #define HMC 0.5 #define HMT 1 #elif (App == 0x61243AED ) //Shadow Warrior Classic source port #define DA_Y 10.0 #define DA_X 0.05 #define DA_Z 1.0 #elif (App == 0x5AE8FA62 ) //Shadow Warrior Classic Redux #define DA_Y 10.0 #define DA_X 0.05 #define DA_Z 1.0 #elif (App == 0x9E7AA0C4 ) //Shadow Tactics: Blades of the Shogun #define DA_X 0.150 #define DF_Y 0.050 #define DA_Y 7.0 #define DA_Z 0.0005 #define DB_Z 0.305 #define DB_X 1 #define BMT 1 #define DF_Z 0.125 //0.1875 //#define DG_W 0.100 //Pop #define SMS 1 //SM Toggle Separation #define DL_X 0.825 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 32 //HQ Tune #define DM_Z 1 //HQ Smooth #define RHW 1 #elif (App == 0xE63BF4A4 ) //World of Warcraft DX12 #define DA_Y 7.5 #define DA_W 1 #define DB_Z 0.1375 #define NDW 1 #define RHW 1 #elif (App == 0x5961D1CC ) //Requiem: Avenging Angel #define DA_Y 37.5 #define DA_X 0.0375 #define DA_Z 0.8 #define HMC 0.501 #define HMT 1 #elif (App == 0x86D33094 || App == 0x19019D10 ) //Rise of the TombRaider | TombRaider 2013 #define DA_X 0.0725 #define DA_Y 25.0 #define DA_Z 0.0200375 #define DE_X 2 #define DE_Y 0.375 #define DE_Z 0.375 #elif (App == 0x60F436C6 ) //RESIDENT EVIL 2 BIOHAZARD RE2 #define DA_X 0.1375 #define DF_Y 0.025 #define DB_Z 0.015 #define DA_Y 50 #define DA_Z -0.625 #define DA_W 1 #define DE_X 1 //REF only works now with this. Since this system works in tandom. #define DE_Y 0.300 #define DE_Z 0.4375 #define OIF 0.025 //Fix enables if Value is > 0.0 #define DI_W 3.75 //Adjustment for REF //#define DG_W 0.375//Pop #define PEW 1 #define DAA 1 #elif (App == 0xF0D4DB3D ) //Never Alone #define DA_X 0.1375 #define DA_Y 31.25 #define DA_Z 0.004 #elif (App == 0x3EB1D73A ) //Magica 2 #define DA_X 0.2 #define DA_Y 27.5 #define DA_Z 0.007 #elif (App == 0x6D35D4BE ) //Lara Croft and the Temple of Osiris #define DA_X 0.15 #define DB_Z 0.4 #define DA_Y 75.0 #define DA_Z 0.021 #define OIF 0.0125 //Fix enables if Value is > 0.0 #elif (App == 0x287BBA4C || App == 0x59BFE7AC ) //Grim Dawn 64bit/32bit #define DA_Y 125.0 #define DA_Z 0.003 #elif (App == 0x8EAF7114 ) //Firewatch #define DA_Y 5.5 #define DA_X 0.0375 #define DB_X 1 #define DA_W 1 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define BMT 1 #define DF_Z 0.15 #define SMS 0 //SM Toggle Separation #define DL_X 0.925 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 1 //De-Artifact #elif (App == 0x6BDF0098 ) //Dungeons 2 #define DA_X 0.100 #define DA_Z 0.005 #define DB_X 1 #elif (App == 0x31BF8AF6 ) //DragonBall Fighters Z #define DA_Y 10.0 #define DA_W 1 #define DA_X 0.130 #define DB_Z 0.625 //I know, I know........ #elif (App == 0x3F017CF ) //Call of Cthulhu #define DA_W 1 #define DA_X 0.0375 #elif (App == 0xA100000 ) //Lego Batman 1 & 2 #define DA_Y 27.5 #define DA_X 0.125 #define DA_Z 0.001 #define DB_Z 0.025 #define OIF 0.0125 //Fix enables if Value is > 0.0 #elif (App == 0x5F2CA572 ) //Lego Batman 3 #define DA_X 0.03 #define DA_Z 0.001 #define RHW 1 #elif (App == 0xA200000 ) //Batman BlackGate #define DA_Y 12.5 #define DA_X 0.0375 #define DA_Z 0.00025 #elif (App == 0xCB1CCDC ) //BATMAN TTS #define NCW 1 //Not Compatible #elif (App == 0x4A2297E4 ) //Batman Arkham Knight #define DA_X 0.045 #define DF_Y 0.0075 #define DA_Y 22.5 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W -0.30 //Neg-Pop //#define DG_Z 0.150 //Min //#define DI_Z 0.200 //Trim #define BMT 1 #define DF_Z 0.150 #define SMS 1 //SM Toggle Separation #define DL_X 0.600 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth #define PEW 1 #elif (App == 0xE9A02687 ) //BattleTech #define DA_W 1 #define DB_X 1 #define DA_Y 75.0 #define DA_X 0.250 #define OIF 0.0125 //Fix enables if Value is > 0.0 #define RHW 1 #elif (App == 0x1335BAB8 ) //BattleField 1 #define DA_W 1 #define DA_Y 8.125 #define DA_X 0.04 #define OIF 0.025 //Fix enables if Value is > 0.0 #elif (App == 0xC990B77C ) //Assassin's Origins #define DA_W 1 #define DA_Y 50.0 #define DA_X 0.050 #define DE_X 2 #define DE_Y 0.375 #define DE_Z 0.375 #define DB_Z 0.1 #define DF_Y 0.005 #define BMT 1 #define DF_Z 0.130 #define DG_Z 0.07 #define DI_Z 0.120 #elif (App == 0x8B0F15E7 || App == 0xCFE885A2 || App == 0xCADE8051 ) //Alan Wake | Alan Wake's American Nightmare | Alan Wake Remaster #define DA_X 0.04375 #define DF_Y 0.01 #define DA_Y 25.0 //#define DA_Z 0.00025 //-1.0 #define DE_X 1 //#define DE_Y 0.325 #define DE_Z 0.375 #define BMT 1 #define DF_Z 0.125 //#define DG_W 0.100 //Pop #define DG_Z 0.002 //Min #define RHW 1 #define PEW 1 #define DAA 1 #elif (App == 0x56D8243B ) //Agony Unrated #define DA_W 1 #define DA_X 0.04375 #define DA_Y 43.75 #define RHW 1 #elif (App == 0x23D5135F ) //Alien Isolation #define DA_X 0.07 #define DF_Y 0.0125 #define DA_Y 22.5 // or 23.0 #define DA_Z 0.0005 #define DE_X 2 #define DE_Y 0.7 #define DE_Z 0.375 #define DG_Z 0.0325 #define DE_W 0.1 #define BDF 1 #define DC_X 0.22 #define DC_Y -0.1 #define DC_W -0.022 #define RHW 1 #define PEW 1 #elif (App == 0x5839915F ) //35MM #define DA_Y 35.00 #define DB_X 1 #define RHW 1 #elif (App == 0xA67FA4BC ) //Outlast #define DA_Y 30.0 #define DA_Z 0.0004 #define DA_X 0.043750 #define RHW 1 #elif (App == 0xDCC7F877 ) //Outlast II #define DA_W 1 #define DA_Y 50.0 #define DA_Z 0.0004 #define DA_X 0.056250 #define RHW 1 #elif (App == 0x85F0A0FF ) //LUST for Darkness #define DA_W 1 #define DB_X 1 #define DA_Y 13.75 #define DA_Z 0.001 #define DA_X 0.04 #define DB_Z 0.125 #define RHW 1 #elif (App == 0x706C8618 ) //Layer of Fear #define DB_X 1 #define DA_Y 17.50 #define DA_X 0.035 #define RHW 1 #elif (App == 0xC282C520 ) //Observer System Redux #define DA_W 1 #define DA_Y 13.5 #define DA_X 0.05 #define DF_Y 0.2250 #define DA_Z -0.005 #define DB_Z 0.0325 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.400 #define DG_W 0.100 // Slight adjustment to the ZPD Boundary #define BMT 1 // Had to use this mode since Auto Mode was not cutting it. #define DF_Z 0.1625 #define DG_Z 0.05 //Min #define DI_Z 0.07 //Trim #define RHW 1 #define PEW 1 #elif (App == 0xC0AC5174 ) //Observer #define DA_W 1 #define DA_Y 13.5 #define DA_X 0.05 #define DF_Y 0.180 #define DA_Z -0.005 #define DB_Z 0.0325 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.400 #define DG_W 0.100 // Slight adjustment to the ZPD Boundary #define BMT 1 // Had to use this mode since Auto Mode was not cutting it. #define DF_Z 0.1625 #define DG_Z 0.05 //Min #define DI_Z 0.07 //Trim #define RHW 1 #define PEW 1 #elif (App == 0xABAA2255 ) //The Forest #define DA_W 1 #define DB_X 1 #define DA_X 0.038//0.0525//0.0525//0.04 //0.040 //0.038 //0.04375 #define DF_Y 0.0075 #define DA_Y 17.5 //10.5 //10.5 //15.5 //17.5 //20.5 //7.5 #define DA_Z 0.00075 #define DG_Z 0.091 //Min #define DI_Z 0.1625 //0.200 //Trim #define BMT 1 #define DF_Z 0.1375 //#define DB_W 62 #define RHW 1 #elif (App == 0x67A4A23A ) //Crash Bandicoot N.Saine Trilogy #define DA_Y 7.5 #define DF_Y 0.0625 #define DA_Z -0.250 #define DA_X 0.1 #define HMC 0.580 #define HMT 1 #elif (App == 0xE160AE14 ) //Spyro Reignited Trilogy**** #define DA_W 1 #define DA_Y 12.5 #define DA_Z -0.25 #define DA_X 0.100 #define DF_Y 0.040 #define DE_X 2 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_Z 0.150 //0.050 //0.100 //Min #define DI_Z 0.150 //0.125 //0.250 //Trim #define BMT 1 #define DF_Z 0.300 #define SMS 1 //SM Toggle Separation #define DL_X 0.625 //SM Tune #define DL_W 0.100 //SM Perspective #elif (App == 0x5833F81C ) //Dying Light #define DA_W 1 #define DA_X 0.040 //0.0375//0.036 #define DF_Y 0.0375//0.050 //0.0525 #define DA_Y 11.00 //10.0//12.5 //#define DA_Z -0.175//-0.200 //-0.375 //-0.05 #define DE_X 2 #define DE_Y 0.7000 #define DE_Z 0.3000 #define NDW 1 #define PEW 1 #define FOV 1 #define DG_Z 0.090 //0.0875//0.080 //Min #define DE_W 0.105 //Max #define DI_Z 0.200 //Trim #define BMT 1 #define DF_Z 0.1375 #define SMS 1 //SM Toggle Separation #define DL_X 0.650 //SM Tune #define DL_W 0.050 //SM Perspective #define WSM 3 //Weapon Settings Mode //#define DB_W 6 #elif (App == 0x86562CC2 ) //STARWARS Jedi Fallen Order #define DA_X 0.140 #define DA_W 1 #define DA_Y 13.75 #define DA_Z 0.00025 #define DE_X 1 #define DE_Y 0.1875 #define DE_Z 0.475 #define DB_Z 0.375 #define BMT 1 #define DF_Z 0.125 #define SMS 1 //SM Toggle Separation #define DL_X 0.650 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth #define RHW 1 #define NFM 1 #elif (App == 0x88004DC9 || App == 0x1DDA9341) //Strange Brigade DX12 & Vulkan #define DA_X 0.0625 #define DF_Y 0.02 #define DA_Y 20.0 #define DA_Z 0.0001 #define DE_X 2 #define DE_Y 0.3 #define DE_Z 0.475 #define RHW 1 #elif (App == 0xC0052CC4) //Halo The Master Chief Collection #define DA_X 0.0375 #define DF_Y 0.030 #define DA_W 1 #define DA_Y 70.0 //65.0 //75.0 // #define DB_Z 0.150 // #define DE_X 4 #define DE_Y 0.500 //0.375 #define DE_Z 0.400 #define DG_Z 0.125 //Min //#define DE_W 0.105 //Max #define DI_Z 0.1375//Trim #define DG_W 2.500 //Pop #define HMT 1 #define HMC 0.5 #define BMT 1 #define DF_Z 0.100 #define WSM 7 #define SPO 1 #define OW_WP "Read Help & Change Me\0Custom WP\0Halo: Reach\0Halo: CE Anniversary\0Halo 2: Anniversary\0Halo 3 & Halo 3: ODST\0Halo 3 & Halo 3: ODST Alternet\0Halo 4\0Halo 4 Alternet\0" #define RHW 1 #define WPW 1 #elif (App == 0xC50993EC) //COD: Modern Warfare 2019 #define DA_X 0.0375 #define DA_W 1 #define DA_Y 37.5 #define DA_Z 0.000125 #define DB_W 12 #define RHW 1 #elif (App == 0xA640659C) //MegaMan 2.5D in 3D #define DA_X 0.150 #define DA_Y 8.75 #define DA_Z -1005.0 #define DE_X 1 #define DE_Y 0.275 #define DE_Z 0.375 #define RHW 1 #elif (App == 0x49654776) //Paratopic #define DA_X 0.05 #define DA_W 1 #define DA_Y 8.75 #define DA_Z 0.000250 #define DB_X 1 #define RHW 1 #elif (App == 0xF7590C95) //Yume Nikki -Dream Diary- #define DA_X 0.0625 #define DA_W 1 #define DA_Y 20.0 #define DA_Z 0.002 #define DB_X 1 #define DE_X 1 #define DE_Y 0.35 #define DE_Z 0.25 #define NCW 1 #define RHW 1 #elif (App == 0x65F37CDF) //American Truck Simulator #define DA_X 0.05375 #define DA_Y 15.0 #define DA_Z 0.005 #define DB_X 1 #define DB_W 47 #elif (App == 0xB5789234) //The Park #define DA_X 0.05625 #define DA_W 1 #define DA_Y 12.5 #define RHW 1 #elif (App == 0xB7C22840) //Strife #define DA_X 0.1 #define DA_Y 250.0 #define WSM 3 #define DB_W 8 #define RHW 1 #elif (App == 0x1E9DCD00) //Witch it #define DA_X 0.0475 #define DA_W 1 #define DA_Y 47.5 #define DE_W 0.325 #elif (App == 0x6B58D180) //Outlaws #define DA_X 0.14375 #define DA_Y 30 #define DB_Z 0.225 #elif (App == 0x5AC0F7E3) //SoF #define DA_X 0.04375 #define DA_Y 17.5 #define DB_W 22 #define DF_X float2(0.5,0.0) #elif (App == 0xEA8E05B6) //Only If #define DA_X 0.100 #define DE_X 1 #elif (App == 0xFDE0387 ) //Stranger Odd Worlds #define DA_X 0.100 #define DA_Y 7.5 #define DB_X 1 #define DE_X 2 #define HMC 0.5 #define HMT 1 #elif (App == 0x242D82C4 ) //Okami HD #define DA_X 0.200 #define DA_W 1 #define DA_Z 0.001 #define DE_X 2 #define DE_Y 0.125 #define DE_Z 0.375 #define HMC 0.5 #define HMT 1 #elif (App == 0x75B36B20 ) //Eldritch #define DA_Y 125.0 #define DA_X 0.05 #define DE_X 1 #define DB_Z 0.05 #elif (App == 0x97CBF34C ) //Dementium 2 #define DA_Y 18.75 #define DA_X 0.04125 #define WSM 5 #define DB_W 25 #define DB_X 1 #define RHW 1 #elif (App == 0x5925FCC8 ) //Dusk #define DA_Y 25.0 #define DA_X 0.05 #define DA_W 1 #define DB_X 1 #define DE_X 4 #define DE_Z 0.375 #elif (App == 0xDDA80A38 ) //Deus Ex Rev DX9 #define DA_X 0.04375 #define DA_Y 20 #define DB_W 23 #define HMC 0.534 #define HMT 1 #define DF_X float2(0.025,0.0) #elif (App == 0x1714C977) //Deus Ex DX9 #define DA_X 0.05 #define DA_Y 125.0 #define DB_W 24 #define HMC 1.0 #define HMT 1 #define DF_X float2(0.05,0.0) #elif (App == 0x92583CDD ) //Legend of Dungeon #define DA_Y 12.5 #define DA_Z 0.185 #define DA_X 0.075 #define DB_X 1 #elif (App == 0xDB3A28BD ) //Monster Hunter World #define DA_Y 17.5 #define DA_X 0.075 #define DF_Y 0.010 #define DA_W 1 #define DE_X 1 #define DE_Y 0.300 #define DE_Z 0.4375 #define BMT 1 #define DF_Z 0.130 #define SMS 2 //SM Toggle Separation #define DL_X 0.550 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 4 //HQ Smooth #define PEW 1 #define DAA 1 #define NDW 1 #elif (App == 0xC073C2BB ) //StreetFighter V #define DA_Y 14.0 #define DA_X 0.250 #define DA_W 1 #define DB_Z 0.550 #define DE_X 1 #define DE_Y 0.375 #define DE_Z 0.375 #elif (App == 0xCFB8DD02 ) //DIRT RALLY 2.0 #define DA_X 0.025 #define DF_Y 0.025 #define DA_Y 15.0 #define DE_X 1 #define DE_Y 0.725 #define DE_Z 0.375 //#define DG_W 0.125 //Pop #define DG_Z 0.0225 //Min #define DI_Z 0.0625//Trim #define BMT 1 #define DF_Z 0.060 #define SMS 3 //SM Toggle Separation #define DL_X 0.625 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth #define MMD 1 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.069 , 0.085 , 0.887 , 0.9185 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.0734, 0.066 , 0.069 , 0.085 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.8855, 0.921 , 0.0734 , 0.066 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 13.0 , 13.0 , 13.0 , 13.0 ) //Tresh Hold for Color A1 & A3 and Color B1 & B3 #define PEW 1 #define DAA 1 #elif (App == 0x2F55D5A3 || App == 0x4A5220AF ) //ShadowWarrior 2013 DX11 & DX9 #define DA_X 0.035 #define DE_X 5 #define DE_Z 0.375 #elif (App == 0x56301DED ) //ShadowWarrior 2 #define DA_W 1 #define DA_X 0.045 #define DF_Y 0.025 #define DA_Y 12.5 #define DE_X 2 #define DE_Y 0.375 #define DE_Z 0.4375 #define DG_W 0.6 //Pop out #define BMT 1 #define DF_Z 0.1 #define DG_Z 0.09 #define DI_Z 0.170 #define SMS 1 //SM Toggle Separation #define DL_X 0.610 //SM Tune #define DL_W 0.050 //SM Perspective #define DSW 1 #define NDW 1 #elif (App == 0x892CA092 ) //Farcry #define DA_Y 7.0 #define DA_Z 0.000375 #define DB_Z 0.105 #define DA_X 0.055 #define WSM 3 #define DB_W 12 #define DF_X float2(0.13875,0.0) #elif (App == 0x9140DBE0 ) //Farcry 2 #define DA_X 0.05 #define DE_X 5 #define DE_Z 0.375 #define WSM 3 #define DB_W 13 #define RHW 1 #elif (App == 0xE3AD2F05 ) //Sauerbraten #define DA_Y 25.0 #define DA_X 0.05 #define DF_X float2(0.150,0.0) #define WSM 3 #define DB_W 22 #elif (App == 0xF0F2CF6A ) //Dragon Ball Z: Kakarot #define DA_W 1 #define DA_Y 55.0 #define DA_X 0.09 #define DF_Y 0.03 #define DE_X 1 #define DE_Y 0.375 #define DE_Z 0.375 #define DB_Z 0.200 //Yay I know //#define DG_W -0.85 //Pop out #define OIF 0.09375 //Fix enables if Value is > 0.0 #define DI_W 3 //Adjustment for REF #define DG_Z 0.060 //Min #define DI_Z 0.060 //Trim #define BMT 1 #define DF_Z 0.130 #define SMS 2 //SM Toggle Separation #define DL_X 0.525 //SM Tune #define DL_W 0.025 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 2 //HQ Smooth #elif (App == 0xFA2C0106 ) //Hat in Time #define DA_X 0.250 #define DE_X 1 #define DE_Z 0.4375 #define DF_Y 0.045 #define DG_Z 0.075 #define RHW 1 #define DSW 1 #elif (App == 0xCD0E316F ) //Sonic Adventure DX Modded with BetterSADX #define DA_Y 8.75 #define DA_X 0.1125 #define DE_X 2 #define DE_Y 0.375 #define DE_Z 0.4375 #define DB_Z 0.250 #define RHW 1 #elif (App == 0x71170B42 ) //Blood: Fresh Suppy #define DA_Y 212.5 #define DA_X 0.175 #define BMT 1 #define DF_Z 0.275 #define DE_X 1 #define DE_Y 0.375 #define DE_Z 0.375 #define DG_W 0.25 #define DSW 1 #elif (App == 0x8F615A99 ) //Frostpunk #define DA_Y 9.375 #define DA_X 0.250 #define DE_X 1 #define DE_Y 0.5 #define DE_Z 0.400 #elif (App == 0x29B47A0A ) //KingMaker #define DB_X 1 #define DA_W 1 #define DA_Y 18.75 #define DA_Z 0.0075 #define DA_X 0.150 #define DE_X 1 #define DE_Y 0.5 #define DE_Z 0.300 #elif (App == 0xBF70711C ) //Singularity #define DA_Y 15.0 #define DA_X 0.0375 #define DE_X 1 #define DE_Z 0.375 #define DF_X float2(0.175,0.0) #define WSM 3 #define DB_W 15 #define RHW 1 #elif (App == 0x905631F2 || App == 0x76F4DCB0 ) //Crysis DX10 32bit / 64bit #define DA_X 0.0375 #define DF_Y 0.120 #define DA_Y 7.0 //#define DA_Z -0.0005 #define DE_X 4 #define DE_Y 0.500 #define DE_Z 0.375 //#fine DG_W 0.325 //Pop out #define BMT 1 #define DF_Z 0.110 #define WSM 5 #define DB_W 11 #define DF_X float2(0.3625,0.0) #define PEW 1 //#define DSW 1 #elif (App == 0x6061750E ) //Mirror's Edge #define DA_Y 12.25 #define DF_Y 0.020 #define DA_X 0.040 #define DB_Z 0.01 #define DE_X 1 #define DE_Y 0.50 #define DE_Z 0.375 #define WSM 3 #define DB_W 19 #define DSW 1 #elif (App == 0xC3AF1228 || App == 0x95A994C8 ) //Spellforce #define DA_Y 145.0 #define DA_Z 0.001 #define DB_Z 0.05 #define DA_X 0.05 #define DE_X 1 #define DE_Y 0.235 #define DE_Z 0.375 #define HMT 1 #define HMC 0.5 #elif (App == 0xD372612E ) //Raft #define DA_W 1 #define DB_X 1 #define DA_X 0.04375 #define NDW 1 #elif (App == 0x7FC671B6 ) //Doom Eternal **** #define DA_Y 50.0 #define DA_Z 0.00009375 #define DA_W 1 #define DE_X 5 #define DE_Y 0.550 #define DE_Z 0.333 //#define DG_Z 0.080 //Min #define DA_X 0.03125 #define DF_Y 0.03125 //#define DA_X 0.0375 //Alternet settings Not used. #define WSM 3 #define DB_W 17 #define PEW 1 #elif (App == 0x21CB998 ) //.Hack//G.U. #define DA_Y 22.5 #define DA_X 0.125 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.3 #define RHW 1 #define NFM 1 #elif (App == 0x9CC5C8E0 ) //GTA V #define DA_Y 18.75 #define DA_W 1 #define DA_X 0.0475 #define DE_X 1 #define DE_Y 0.325 #define DE_Z 0.375 #define DB_Z 0.05 #define RHW 1 #define PEW 1 #define NFM 1 #elif (App == 0x8CD23575 ) //Dark Souls: Remastered #define DA_Y 68.0 #define DA_Z -0.001 #define DA_X 0.072 #define DF_Y 0.1 #define DE_X 2 #define DE_Y 0.350 #define DE_Z 0.375 #define DG_W 0.0625 #define DG_Z 0.075 #define DI_Z 0.100 #define BMT 1 #define DF_Z 0.125 #define PEW 1 #define FOV 1 #elif (App == 0x9E071BC0 ) //Dark Souls III #define DA_Y 25.0 #define DA_Z 0.000125 #define DA_X 0.1 #define DF_Y 0.05625 #define DE_X 2 #define DE_Y 0.5000 #define DE_Z 0.4375 #define DG_Z 0.1125 //Min #define PEW 1 #define FOV 1 #elif (App == 0x5D4939C9 ) //Dark Souls II #define DA_Y 22.5 #define DA_Z 0.00025 #define DA_X 0.110 #define DE_X 2 #define DE_Y 0.50 #define DE_Z 0.40 #define DE_W 0.1 #elif (App == 0xFB111509 ) //Dark Souls II Scholar of the First Sin #define DA_Y 46.5 #define DA_X 0.045 #define DF_Y 0.0425 #define DE_X 1 #define DE_Y 0.550 #define DE_Z 0.350 #define DG_W 0.127 //Pop out #define DG_Z 0.050 //Min #define DI_Z 0.100 //Trim #define DAA 1 #define PEW 1 #define FOV 1 #elif (App == 0xCE5313C2 ) //BorderLands Enhanced #define DA_Y 18.75 #define DA_Z 0.0005 #define DA_X 0.055 #define DF_Y 0.02 #define DB_Z 0.075 #define DB_W 3 #define DE_X 4 #define DE_Y 0.425 #define DE_Z 0.375 #define DG_Z 0.3975 #define DF_X float2(0.225,0.0) #define NDW 1 #elif (App == 0xEACB4D0D ) //Final Fantasy XV Windows Edition #define DA_X 0.0375 #define DA_Y 30.0 #define DE_X 2 #define DE_Y 0.5 #define DE_Z 0.375 #define RHW 1 #elif (App == 0xAC4DF2C4 ) //Mafia II Definitive Edition #define DA_X 0.05 #define DA_Y 37.5 #define DA_Z 0.0007 #define DE_X 1 #define DE_Y 0.5 #define DE_Z 0.375 #define DFW 1 #define RHW 1 #elif (App == 0xEA75DEDE ) //Lost Planet Colonies #define DA_X 0.05 #define DA_Y 37.5 #define DE_X 2 #define DE_Y 0.5 #define DE_Z 0.375 #define RHW 1 #elif (App == 0xEFC486AF ) //Lost Planet 2 DX11 #define DA_X 0.04375 #define DA_Y 37.5 #define DA_Z 0.001 #define DE_X 2 #define DE_Y 0.5 #define DE_Z 0.375 #elif (App == 0x97937D77 ) //Lost Planet 3 Dx9 #define DA_X 0.05 #define DA_Y 20.0 #define DA_Z 0.001 #define DE_X 2 #define DE_Y 0.5 #define DE_Z 0.375 #define RHW 1 #elif (App == 0xE4F6014F ) //Shovel Knight #define DB_X 1 #define DA_X 0.035 #define DA_Y 22.5 #define DA_Z 0.483 #define RHW 1 #elif (App == 0x94EFD213 ) //Chex Quest HD #define DA_W 1 #define DA_X 0.1 #define DA_Y 112.5 #define DA_Z 0.0000125 #define DE_X 4 #define DE_Y 0.5 #define DE_Z 0.375 #define DB_Z 0.125 #define WSM 3 #define DB_W 23 #elif (App == 0xB05C57BC ) //HellBound #define DA_W 1 #define DA_X 0.0325 #define DA_Y 25.0 #define DE_W 0.025 #elif (App == 0x9FC060AE ) //STRIFE: Gold Edition #define DA_X 0.0375 #define DA_Y 23.75 #define DA_Z 0.00025 #define DB_X 1 #define NCW 1 #elif (App == 0x38ED56AE ) //Heavy Rain #define DA_X 0.0325 #define DA_Y 50.0 //#define DA_Z 0.001 #define DE_X 1 #define DE_Y 0.5 #define DE_Z 0.375 #define DB_Z 0.0675 #define NCW 1 #elif (App == 0x9DA6C947 ) //Beyond Two Souls #define DA_X 0.0625 #define DF_Y 0.0275 #define DA_Y 20.00 #define DE_X 1 //#define DE_Y 0.5 #define DE_Z 0.375 #define DG_W 0.175 //#define BMT 1 //#define DF_Z 0.1375 #define DSW 1 #define LBC 1 //Letter Box Correction With X & Y #define DH_X 1.0 #define DH_Y 1.315 #elif (App == 0x89351FC4 ) //3DSen Games #define DA_W 1 #define DB_X 1 #define DA_X 0.1 #define DA_Y 375.0 #define DE_X 1 #define DE_Y 0.5 #define DE_Z 0.250 #define DFW 1 #elif (App == 0xF55F26A1 ) //Tekken 7 #define DA_W 1 #define DF_Y 0.025 #define DA_Y 100.0 #define DA_Z 0.0001 #define DE_X 1 #define DE_Y 0.5 #define DE_Z 0.375 #define DE_W 0.440 #define DAA 1 #elif (App == 0x9BD7A4FD ) //Starwars Battle Front II #define DA_W 1 #define DA_X 0.05 #define DA_Y 10.0 #define DE_X 2 #define DE_Y 0.5 #define DE_Z 0.375 #define DE_W 0.075 #elif (App == 0x14E41902 ) //jsHexen II #define RHW 1 #define NFM 1 #define DA_X 0.06 #define DA_Y 17.5 #define DA_Z 0.0003 #define DB_W 22 #elif (App == 0x12C96DB0 ) //Hexen 2 Hammer of Thyrion #define RHW 1 #define NFM 1 #define DA_X 0.06 #define DA_Y 17.5 #define DA_Z 0.0003 #define DB_W 22 #elif (App == 0x54A39BDC ) //Hexen 2 FTEQW 64 #define DA_X 0.06 #define DA_Y 30.0 #define DA_Z 0.0003 #define WSM 3 #define DB_W 24 //??? #elif (App == 0x6281C1AC ) //DarkSiders Warmastered Edition #define DA_X 0.05 #define DA_Y 30.0 #define DE_X 2 #define DE_Y 0.5 #define DE_Z 0.375 #elif (App == 0x763E5FA5 ) //DarkSiders 2 Depthinitve Edition #define DA_X 0.05 #define DA_Y 15.0 #define DE_X 1 #define DE_Y 0.65 #define DE_Z 0.375 #define DB_Z 0.025 #elif (App == 0x7F1A5568 ) //DarkSiders III #define DA_W 1 #define DA_X 0.0625 #define DA_Y 50.0 #define DA_Z 0.0001 #define DE_X 1 #define DE_Y 0.250 #define DE_Z 0.4 #define DG_W 0.125 #define BMT 1 #define DF_Z 0.125 #define DG_Z 0.450 //Min #define DI_Z 0.250 //Trim #define SMS 1 //SM Toggle Separation #define DL_X 0.5125//SM Tune #define DL_W 0.0 //SM Perspective #elif (App == 0xB4C116F7 ) //Nioh #define DA_W 1 #define DA_X 0.100 // 0.050//0.0375 #define DF_Y 0.080 #define DA_Y 170.0 //245.0 //#define DA_Z 0.000125 #define DB_Z 0.100 #define DE_X 1 #define DE_Y 0.5 #define DE_Z 0.4 #define DG_W 0.25 //Pop out #define BMT 1 #define DF_Z 0.1125 #define OIF 0.225 //Fix enables if Value is > 0.0 #define DI_W 2.5 //Adjustment for REF #define DG_Z 0.025 //Min #define DI_Z 0.050 //Trim #define SMS 3 //SM Toggle Separation #define DL_X 0.600 //SM Tune #define DL_W 0.05 //SM Perspective #define DM_Z 5 //HQ Smooth #elif (App == 0x2419B0BF ) //Nioh 2 #define DA_W 1 #define DA_X 0.075 #define DF_Y 0.075 #define DA_Y 17.5 //#define DA_Z 0.000125 #define DB_Z 0.100 #define DE_X 1 #define DE_Y 0.5 #define DE_Z 0.4 #define DG_W 0.25 //Pop out #define BMT 1 #define DF_Z 0.1125 #define OIF 0.225 //Fix enables if Value is > 0.0 #define DI_W 2.5 //Adjustment for REF #define DG_Z 0.100 //Min #define DI_Z 0.1625//Trim #define SMS 2 //SM Toggle Separation #define DL_X 0.650 //SM Tune #define DL_W 0.100 //SM Perspective #define DM_Z 1 //HQ Smooth #elif (App == 0xD30783B6 ) //X-Com #define DA_X 0.03 #define DA_Y 200.0 #define DA_Z 0.000125 #define DB_Z 0.050 #define DE_X 1 #define DE_Y 0.5 #define DE_Z 0.375 #define DE_W 0.025 #define DSW 1 #elif (App == 0xBF53A67A ) //The Bureau: XCOM Declassified #define DA_X 0.04375 #define DA_Y 29.0 #define DA_Z 0.0003 #define DE_X 2 #define DE_Y 0.5 #define DE_Z 0.375 #define DSW 1 #elif (App == 0x1764D88A || App == 0x18D54C6A ) //X-Com 2 #define DA_X 0.20 #define DF_Y 0.102 #define DA_Y 28.0 #define DB_Z 0.130 #define DE_X 2 #define DE_Y 0.3 #define DE_Z 0.375 #define DG_Z 0.070 #define DI_Z 0.125 #elif (App == 0xC60A845F || App == 0xEDFDB1AF) //My Friend Pedro **** //Steam // Windows Store #define DB_X 1 #define DA_W 1 #define DA_X 0.075 #define DF_Y 0.030 #define DA_Y 50.0 #define DA_Z 0.000375 #define DB_Z 0.13 #define BMT 1 #define DF_Z 0.10 #elif (App == 0xD45ACB4B ) //Murdered Soul Suspect #define DA_X 0.05 #define DA_Y 37.5 #define DA_Z 0.001 #define DE_X 1 #define DE_Y 0.5 #define DE_Z 0.375 #define DSW 1 #elif (App == 0xD0AA19 ) //The Bards Tale 4 #define DA_W 1 #define DA_X 0.0375 #define DA_Y 20.0 #define DE_X 1 #define DE_Y 0.5 #define DE_Z 0.375 #define DAA 1 #define PEW 1 #define RHW 1 #elif (App == 0x54D4EAFA) //Sekiro Shadows Die Twice #define DA_W 1 #define DF_Y 0.025 #define DA_X 0.10 #define DA_Y 31.25 #define DA_Z -0.0525 #define DG_W 0.25 //Pop out //#define DB_Z 0.125 #define DE_X 2 #define DE_Y 0.275 #define DE_Z 0.375 // #define DF_Z -0.125 #define DAA 1 #define PEW 1 #elif (App == 0x36ECE27F || App == 0x33D49788 ) //Supraland & Six Inches Under #define DA_W 1 #define DA_X 0.0375 #define DF_Y 0.005 #define DA_Y 15.0 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W -0.30 //Neg-Pop #define DG_Z 0.0625 //Min #define DI_Z 0.125 //Trim #define BMT 1 #define DF_Z 0.150 #define SMS 2 //SM Toggle Separation #define DL_X 0.700 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth #define PEW 1 #define DAA 1 #elif (App == 0x3604DCE6 || App == 0xE58986E ) //Remnant: From the Ashes //Steam //Windows Store #define DA_W 1 #define DA_X 0.060 #define DF_Y 0.05 #define DA_Y 19.375 #define DE_X 2 //#define DE_Y 0.450 #define DE_Z 0.375 #define DA_Z 0.000125 //-0.0375 //-0.050 //#define DG_W 0.25 //#define DF_Z -0.125 #define DG_Z 0.0175 //Added to fix super close to cam issues. #define DI_Z 0.125 //and cutoff for cam #define BMT 1 #define DF_Z 0.1375 #define LBC 2 //Letter Box Correction Offsets With X & Y #define DH_Z 0.256 #define DH_W 0.0 #define SMS 2 //SM Toggle Separation #define DL_X 0.450 //SM Tune #define DL_W 0.050 //SM Perspective #define NDW 1 #define PEW 1 #elif (App == 0x621202BC ) //Vanquish DGVoodoo2 *** #define DA_X 0.05 #define DA_Y 15.0 #define DE_X 1 #define DE_Y 0.5 #define DE_Z 0.375 #define RHW 1 #define NFM 1 #define PEW 1 #elif (App == 0xA1214CD1 ) //Life is Strange #define DA_X 0.125 #define DA_Y 8.0 #define DA_Z 0.0005 #define DE_X 1 #define DE_Y 0.5 #define DE_Z 0.375 #define PEW 1 #define DSW 1 #define DAA 1 #elif (App == 0xEB5CDE17 ) //Man Of Medan #define DA_W 1 #define DA_X 0.04375 #define DA_Y 20.0 #define DB_Z 0.3 #define DF_Y 0.010 #define DE_X 1 #define DE_Y 0.300 #define DE_Z 0.300 #define RHW 1 #define NDW 1 #define SPF 1 #define DD_W -0.240 #define LBM 1 #define DI_X 0.879 #elif (App == 0xB5AE6CBA ) //Rage 2 #define DA_W 1 #define DA_X 0.04 #define DA_Y 125.0 #define DE_W 0.06 #define PEW 1 #define DAA 1 #elif (App == 0x8CEACA5C ) //Dead Island #define DA_X 0.0475 #define DA_Y 8.75 #define DF_Y 0.0875 #elif (App == 0xBE9001DC ) //Dead Island DE #define DA_W 1 #define DA_X 0.0475 #define DA_Y 8.75 #define DF_Y 0.0875 #elif (App == 0x7C0F0E77 ) //Soulcaliber VI #define DA_W 1 #define DA_X 0.070 #define DA_Y 70.0 #define DE_X 1 #define DE_Y 0.300 #define DE_Z 0.375 #define PEW 1 #define NDW 1 #elif (App == 0x424052D0 || App == 0xF23A4A0B ) //Talos Principle #define DA_W 1 #define DA_X 0.050 #define DF_Y 0.065 #define DA_Y 22.5 #define DA_Z 0.100 #define DB_Z 0.075 #define DE_X 4 #define DE_Y 0.5 #define DE_Z 0.375 #define BMT 1 #define DF_Z 0.125 #define SMS 3 //SM Toggle Separation #define DL_X 0.800 //SM Tune #define DL_W 0.025 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 0 //HQ Smooth #define WSM 3 #define DB_W 14 #define HMT 1 #define HMC 0.506 #define DAA 1 #elif (App == 0x9C5C8E4D ) //INSIDE #define DA_X 0.050 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define BDF 1 #define DC_X 0.6 #define DC_Y -0.4 #define DC_Z 0.087 #define DC_W -0.03 #define DB_X 1 #elif (App == 0xABADF9C2 ) //Sonic Robo Blast 2 #define DA_X 0.1 #define DA_Y 27.5 #define DB_Z 0.155 #define DF_Y 0.1 #elif (App == 0x3867F04A ) //Castle of Illusion #define DA_X 0.1 #define DA_Y 40.0 #define DA_Z 0.0005 #define DF_Y 0.01 #define DAA 1 #elif (App == 0x76CD4369 ) //Resident Evil #define DA_X 0.06875 #define DA_Y 24.0 #define DA_Z 0.00025 #define DE_X 2 #define DE_Y 0.500 #define DE_Z 0.375 #define DF_Y 0.024 #define DAA 1 #define SPF 1 #define DD_X 1.333 #define DD_Y 0.933 #define DSW 1 #define RHW 1 #define LBM 1 #define DI_X 0.879 #elif (App == 0x1AB66F8F ) //Dawn Of War III #define DA_X 0.125 #define DA_Y 25.0 #define DB_Z 0.125 #define DA_Z 0.002 #define DE_X 2 #define DE_Y 0.200 #define DE_Z 0.375 #define DF_Y 0.250 #define DAA 1 #elif (App == 0xD86799B9 ) //Devil May Cry 5 #define DA_W 1 #define DA_X 0.0625 #define DF_Y 0.020 #define DA_Y 20.00 // #define DA_Z -0.375 #define DE_X 1 #define DE_Y 0.375 #define DE_Z 0.375 #define DG_W 0.125 #define BMT 1 #define DF_Z 0.1111 //0.100 //0.125 #define DG_Z 0.0325//0.0275//Min #define DI_Z 0.0625//Trim #define SMS 0 //SM Toggle Separation #define DL_X 0.500 //SM Tune #define DL_W 0.050 //SM Perspective #define BDF 1 #define DC_X 0.025 #define DC_Y 0.025 #define DC_W -0.012 #define PEW 1 #define DSW 1 #define RHW 1 #elif (App == 0x5BC45541 ) //Contrast #define DA_X 0.075 #define DA_Y 20.0 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define DF_Y 0.051 #elif (App == 0xEA61D579 || App == 0xCFCF902B ) //The Citadel #define DA_W 1 #define DA_X 0.035 #define DA_Y 18.6 #define DF_Y 0.05625 #define SPF 1 //#define DD_Y 0.675 //#define DD_W -0.4815 #define DD_Y 0.9 #define DD_W -0.111 #define WSM 3 #define DB_W 21 #define DSW 1 #elif (App == 0xB2B11A3C ) //Catherine with a K #define DA_X 0.05 #define DF_Y 0.0125 #define DA_Y 50.0 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W 0.4375 #define PEW 1 #define DAA 1 #elif (App == 0x7ABE98F0 ) //Samurai Jack #define DA_W 1 #define DA_X 0.1375 #define DF_Y 0.0125 #define DA_Y 20.0 #define DE_X 2 #define DE_Y 0.500 #define DE_Z 0.375 #define DAA 1 #elif (App == 0xC4B4435F ) //Night Cry #define DA_X 0.06 //ZPD #define DF_Y 0.025 //Separation #define DA_Y 50.0 //Depth #define DB_X 1 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #elif (App == 0x49F7B9C0 ) //Control DX12 #define DA_X 0.05 #define DF_Y 0.025 #define DA_Y 17.5 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W -0.1 //Pop out allowed #define OIF 0.250 //Fix enables if Value is > 0.0 #define DI_W 1.0 //Adjustment for REF #define DG_Z 0.025 //Min #define DI_Z 0.050 //Trim #define BMT 1 #define DF_Z 0.125 #define SMS 2 //SM Toggle Separation #define DL_X 0.850 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 2 //HQ Smooth #define DL_Y 0.45 #define PEW 1 #define DAA 1 #elif (App == 0x5A7B540A ) //We Where Here Too #define DA_W 1 #define DB_X 1 #define DA_X 0.05625 #define DA_Y 42.5 #define NDW 1 #elif (App == 0x6AB553A ) //We Where here Together #define DA_W 1 #define DB_X 1 #define DF_Y 0.05625 #define DA_X 0.05625 #define DA_Y 56.25 #define DE_X 4 #define DE_Y 0.500 #define DE_Z 0.375 #define WSM 5 #define DB_W 4 #define FOV 1 #define DAA 1 #define NDW 1 #elif (App == 0x75930301 ) //Void Bastards #define DA_W 1 #define DB_X 1 #define DF_Y 0.02625 #define DA_X 0.0875 #define DA_Y 56.25 #define DE_X 1 #define DE_Y 0.625 #define DE_Z 0.375 #define DSW 1 #define RHW 1 #elif (App == 0xDF3F2AB6 ) //Cloud Punk #define DA_W 1 #define DB_X 1 #define DF_Y 0.1 #define DA_X 0.0325 #define DA_Y 72.5 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define DSW 1 #define RHW 1 #define NFM 1 #elif (App == 0x4551A746 ) //The Swapper //#define DB_X 1 #define DF_Y 0.0125 #define DA_X 0.05 #define DA_Y 99.0 #define DA_Z -0.010 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define DF_Z 1.0 //#define DD_X 0.800 //#define DD_Y 0.705 //#define DD_Z 0.250 //#define DD_W 0.4125 //#define SPF 1 #define DSW 1 #define RHW 1 #elif ( App == 0xE0B7AF16 || App == 0xB84E12B6 ) //Horizon Chase Turbo #define DA_W 1 #define DA_Y 12.5 #define DA_X 0.175 #define DF_Y 0.0625 #define DA_Z -0.125 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define DSW 1 #elif (App == 0xCF0046B7 ) //SpecOps The Line #define DA_Y 15.0 #define DA_X 0.05 #define DF_Y 0.01 #define DA_Z -0.00125 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define DSW 1 #define PEW 1 #define FOV 1 #elif (App == 0x6C433D70 ) //Q.U.B.E 2 #define DA_W 1 #define DA_Y 75.0 #define DA_X 0.05625 #define DF_Y 0.01 #define DB_Z 0.05625 #define DA_Z 0.00025 #define DE_X 4 #define DE_Y 0.450 #define DE_Z 0.375 #define PEW 1 #define FOV 1 #define WSM 3 #define DB_W 18 #elif (App == 0xD87951C4 ) //Horizon Zero Dawn //#define DA_W 1 #define DA_Y 12.5 #define DA_X 0.05 //#define DF_Y 0.01 #define DB_Z 0.05 #define DA_Z 0.0005 #define DE_X 2 #define DE_Y 0.3 #define DE_Z 0.375 #define PEW 1 #define FOV 1 #elif (App == 0xF1BFCA91 ) //ELEX //#define DA_W 1 //#define DA_Y 12.5 #define DA_X 0.1 //#define DF_Y 0.1 //#define DB_Z 0.1 //#define DA_Z 0.0005 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.300 #define BMT 1 #define DF_Z 0.100 #define PEW 1 #define DSW 1 #elif (App == 0x2E63D83A ) //Kingdom Come Diliverance #define DA_W 1 #define DA_Y 25.0 #define DA_X 0.060 //#define DF_Y 0.1 //#define DB_Z 0.1 //#define DA_Z 0.0005 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.300 #define PEW 1 #define FOV 1 #elif (App == 0xF9341C1 ) //Valheim #define DA_W 1 #define DB_X 1 #define DA_Y 10.0 #define DA_X 0.05125 #define DF_Y 0.005 //#define DB_Z 0.125 #define DA_Z 0.001 #define DE_X 2 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W 0.15 #define PEW 1 #define DAA 1 #elif (App == 0xA05A15C4 ) //Spooky's House of Jump Scares //#define DA_W 1 //#define DB_X 1 //#define DA_Y 12.5 #define DA_X 0.150 //#define DF_Y 0.1 //#define DB_Z 0.125 //#define DA_Z 0.0005 #define DE_X 1 //#define DE_Y 0.500 //#define DE_Z 0.300 #define DSW 1 #define RHW 1 #define NFM 1 #define SPF 1 #define DD_X 0.625 #define DD_Y 0.700 #define DD_Z 0.600 #define DD_W -0.425 #elif (App == 0x483A8BD9 ) //Song of Horror #define DA_W 1 //#define DB_X 1 #define DA_Y 112.5 #define DA_X 0.1125 #define DF_Y 0.1 //#define DB_Z 0.125 //#define DA_Z 0.0005 #define DE_X 2 //#define DE_Y 0.500 //#define DE_Z 0.300 #define PEW 1 #define FOV 1 #define DAA 1 //#define DSW 1 //#define RHW 1 //#define NFM 1 //#define SPF 1 //#define DD_X 0.625 //#define DD_Y 0.700 //#define DD_Z 0.600 //#define DD_W -0.425 #elif (App == 0xB43B3B36 ) //Bendy and the Ink Machine #define DA_W 1 #define DB_X 1 #define DA_Y 12.5 #define DA_X 0.120 #define DF_Y 0.025 //#define DB_Z 0.125 //#define DA_Z 0.0005 #define DE_X 1 //#define DE_Y 0.500 #define DE_Z 0.300 #define PEW 1 #define FOV 1 //#define DAA 1 #define DSW 1 //#define RHW 1 //#define NFM 1 //#define SPF 1 //#define DD_X 0.625 //#define DD_Y 0.700 //#define DD_Z 0.600 //#define DD_W -0.425 #elif (App == 0x2EFA1BAF ) //Betrayer //#define DA_W 1 #define DA_Y 15 #define DA_X 0.0475 #define DA_Z 0.001 //#define DF_Y 0.01 //#define DB_Z 0.05625 //#define DA_Z 0.00025 #define DE_X 7 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W -0.125//PoP #define OIF 0.25 //Fix enables if Value is > 0.0 #define DI_W 1.25 #define PEW 1 #define FOV 1 #define WSM 3 #define DB_W 16 #elif (App == 0x75CE6926 ) //Chronicle of Riddick Assault on Dark Athena //#define DA_W 1 //#define DA_Y 15.0 //#define DA_X 0.1325 #define DA_X 0.0666 //#define DF_Y 0.01 //#define DB_Z 0.05625 //#define DA_Z 0.00025 #define DE_X 2 //#define DE_Y 0.450 //#define DE_Z 0.375 #define PEW 1 #define DSW 1 #define RHW 1 #elif (App == 0xAA5644F9 || App == 0x1981FECC ) //Need For Speed: Heat | Payback #define DA_W 1 #define DA_Y 10.0 #define DA_X 0.1 #define DF_Y 0.1 //#define DB_Z 0.1 //#define DA_Z 0.00025 //#define DE_X 2 //#define DE_Y 0.450 //#define DE_Z 0.375 #define BMT 1 #define DF_Z 0.125 //#define DG_Z 0.100 //Min //#define DI_Z 0.150 //Trim #define SMS 1 //SM Toggle Separation #define DL_X 0.750 //SM Tune #define DL_W 0.050 //SM Perspective #define PEW 1 #define DAA 1 #elif (App == 0xBD8B2F39 ) //Assassin's Creed Odyssey #define DA_W 1 #define DA_Y 30.0 #define DA_X 0.05 #define DF_Y 0.025 //#define DB_Z 0.125 #define DA_Z -0.3 #define DE_X 2 #define DE_Y 0.250 #define DE_Z 0.375 #define DG_W 0.4 //Pop out allowed #define PEW 1 #define FOV 1 #elif (App == 0x3D00A2BC ) //SM64 us f3dx2e #define DA_Y 12.5 #define DA_X 0.050 #define DE_X 2 #elif (App == 0x892FCE80 ) //Star Trek EliteForce II #define DA_Y 30.0 #define DA_X 0.100 #define DB_Z 0.250 #define DE_X 4 #define DE_Z 0.375 #define WSM 3 #define DB_W 25 #elif (App == 0xC54A173B ) //Dead or Alive 6 #define DA_W 1 #define DA_Y 60.0 #define DA_X 0.06 #define RHW 1 #define NDW 1 #define NFM 1 #elif (App == 0x934DC835 || App == 0xD063D305 || App == 0xE29F2D4 ) //Dead Rising | Dead Rising 2 | Dead Rising 2 Off The Record #define DA_X 0.050 #define DF_Y 0.025 #define DA_Y 12.5 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.3875 #define DG_W -0.05//disallowed popout #define OIF 0.1 //Fix enables if Value is > 0.0 #define DI_W 1.5 //Adjustment for REF #define DG_Z 0.050 //Min #define DI_Z 0.150 //Trim #define BMT 1 #define DF_Z 0.125 #define SMS 2 //SM Toggle Separation #define DL_X 0.825 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth #define PEW 1 #define NDW 1 #elif (App == 0xF28EC9C2 || App == 0xF28EC143 ) //Dead Rising 3 | Dead Rising 4 #define DA_Y 20.0 #define DA_X 0.1 #define DE_X 2 #define DE_Z 0.375 #define RHW 1 #define NDW 1 #define NFM 1 #elif (App == 0xC402F6B8 ) //Iron Harvest #define DA_W 1 #define DA_Y 125.0 #define DA_Z 0.0015 #define DA_X 0.250 #define DE_X 1 #define DE_Y 0.1 #define DE_Z 0.4 #define PEW 1 #define NDW 1 #define DAA 1 #elif (App == 0xB3729F40 ) //Rocket League Steam #define DA_Y 50.0 #define DA_X 0.100 #define DSW 1 #define NDW 1 #define PEW 1 #elif (App == 0xFBC55DDE || App == 0x836AD72D ) //Tormented Shouls & Demo #define DA_W 1 #define DA_Y 15.0 #define DA_Z 0.00125 #define DA_X 0.06125 #define DB_X 1 #define DE_X 2 //#define DG_Z 0.288 // This works. But, may be a bit overboard. Use this if users complain about edge pop out issues. I don't think it's needed. #define PEW 1 #elif (App == 0x6B2D15D6 ) //Rec Room Non VR #define DA_W 1 #define DA_Y 11.25 //#define DA_Z 0.00125 #define DA_X 0.100 #define DF_Y 0.108 #define DB_X 1 #define DE_X 1 #define DE_Y 0.6 #define DE_Z 0.375 #define DG_Z 0.075 #define NDW 1 #define DSW 1 #elif (App == 0xD0F69E54 ) //Yooka-Laylee #define DA_Y 12.50 #define DA_Z 0.001 #define DA_X 0.091 #define DF_Y 0.005 #define DB_X 1 #define DE_X 2 #define DE_Y 0.325 #define BMT 1 #define DF_Z 0.150 #define DG_W 0.15 //allowed popout //#define DE_Z 0.375 #elif (App == 0x755C7E43 ) //Yooka-Laylee and the Impossible Lair #define DA_W 1 #define DA_Y 80.0 #define DA_Z 0.00025 #define DA_X 0.0725 #define DF_Y 0.010 #define DB_X 1 #define DE_X 2 #define DE_Y 0.225 #define DG_Z 0.41125 #define DF_X float2(0.20,0.0) //#define DG_W 0.08 #define BMT 1 #define DF_Z 0.04 #define SMS 0 //SM Toggle Separation #define DL_X 0.725 //SM Tune #define DL_W 0.00 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth #define PEW 1 #elif (App == 0x87AC1510 ) //Ghostrunner #define DA_W 1 #define DA_Y 245.0 #define DA_Z 0.0000025 // Magic #define DA_X 0.050 #define DF_Y 0.025 #define DB_Z 0.0625 #define BMT 1 #define DF_Z 0.05 #define DE_X 4 #define DE_Y 0.650 #define DE_Z 0.400 #define WSM 5 #define DB_W 17 #define DF_X float2(0.1,0.0) #define DG_Z 0.100 //Min #define DI_Z 0.100 //Trim #define SMS 1 //SM Toggle Separation #define DL_X 0.810 //SM Tune #define DL_W 0.050 //SM Perspective #define PEW 1 #define DAA 1 #elif (App == 0x11E6C55E ) //The Suicide of Rachel Foster #define DA_W 1 #define DA_X 0.0125 #define DF_Y 0.045 #define DA_Y 35.0//6.50 #define DA_Z -0.250//-1.75 #define DB_Z 0.025 #define DE_X 2 #define DE_Y 0.750 #define DE_Z 0.425 #define DG_Z 0.060 //Min #define DI_Z 0.045 //Trim //#define DG_W 0.125 //Allow much popout "Please don't abuse this." #define BMT 1 #define DF_Z 0.130 //This had to be adjusted //#define AFD 1 #define SMS 2 //SM Toggle Separation #define DL_X 0.925 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth #define PEW 1 #define DAA 1 #define RHW 1 #define FOV 1 //#define WSM 2 //#define DB_W 2 #elif (App == 0xFC960068 ) //Devolverland Expo #define DA_W 1 #define DA_Y 30.0 #define DA_X 0.050 #define DB_Z 0.050 #define DE_X 4 #define DE_Y 0.50 #define DE_Z 0.375 #define WSM 2 #define DB_W 3 #define PEW 1 #define DAA 1 #elif (App == 0x59DA13F1 ) //Conarium #define DA_W 1 #define DA_Y 18.75 #define DA_X 0.0875 #define DF_Y 0.0328125 #define DB_Z 0.075 #define DE_X 4 #define DE_Y 0.525 #define DE_Z 0.400 #define DG_Z 0.305 #define DG_W 0.0875 //Allow much popout "Please don't abuse this." #define PEW 1 #define DAA 1 #define RHW 1 #define WSM 2 #define DB_W 4 #define DF_X float2(0.150,0.0) #elif (App == 0xCE21A723 ) //Bully Scholarship Edition #define DA_Y 13.0 #define DA_X 0.070 #define DE_X 1 #define DE_Y 0.5 #define DE_Z 0.375 #define DG_Z 0.360 #define BMT 1 #define DF_Z 0.1375 #define DSW 1 #define FOV 1 #elif (App == 0xBCCAD1AE || App == 0x3D2B24D7 ) //Project Cars | Project Cars 2 #define DA_Y 7.0 //#define DA_Z 0.000075 #define DA_X 0.16875 //#define DF_Y 0.01 #define DE_X 1 #define DE_Y 0.375 #define DE_Z 0.400 #define DG_Z 0.125 //0.125//0.3125 #define DE_W 0.275//0.275//0.35625 #define DG_W 0.20 // Needed for old car. #define BMT 1 #define DF_Z 0.165 #define PEW 1 #define DAA 1 #define DSW 1 #define NDW 1 #elif (App == 0x98C69E31 || App == 0xA8778B7D ) // F1 2019 | F1 2020 DX12 #define DA_W 1 #define DG_W 0.25 #define DA_Y 14.5 #define DA_X 0.07 #define DE_X 2 #define DE_Z 0.400 #define DG_Z 0.400 #define PEW 1 #define NDW 1 #elif (App == 0x164EF6B5 ) //Grid 2019 #define DA_W 1 #define DA_Y 11.5 #define DA_X 0.15875 #define DE_X 1 //#define DE_Y 0.50 #define DE_Z 0.400 //#define DG_Z 0.125 #define DG_W 0.25 #define BMT 1 #define DF_Z 0.1625 #define PEW 1 #define DAA 1 //#define DSW 1 #define NDW 1 #elif (App == 0x54568EA ) //Assetto Corsa #define DA_X 0.05 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.375 #define DG_W 0.2 #define PEW 1 #define DAA 1 #define NDW 1 #define FOV 1 #elif (App == 0x7658447E ) //Dagon* #define DA_W 1 #define DB_X 1 #define DA_X 0.0625 #define DA_Y 11.5 #define DA_Z 0.00025 #define DE_X 1 #define DE_Y 0.625 #define DE_Z 0.375 #define DB_Z 0 #define DG_W 0.25 #define DSW 1 #define PEW 1 #elif (App == 0xC57720A6 ) //Crysis 2 DX11 1.9 #define DA_X 0.07 //#define DA_Y 11.5 #define DA_Z 0.00025 #define DE_X 4 //#define DE_Y 0.625 //#define DE_Z 0.375 //#define DG_W 0.25 #define WSM 2 #define DB_W 7 #define DF_X float2(0.225,0.0) #define DSW 1 //? #define PEW 1 #define RHW 1 #elif (App == 0x194A6354 ) //The Medium #define DA_W 1 #define DA_X 0.125 #define DF_Y 0.0225 #define DA_Y 55.0 #define DA_Z -0.025 // This can be still adjusted. #define DB_Z 0.145 #define DE_X 1 #define DE_Y 0.375 #define DE_Z 0.375 #define DG_W 0.6125 #define PEW 1 #elif (App == 0xD829EFC1 ) //Ride 4 #define DA_W 1 #define DA_Y 16.25 #define DA_X 0.13 #define DE_X 2 #define DE_Y 0.16875 #define DE_Z 0.4875 //#define DG_Z 0.125 //Near #define DG_W 0.7 #define BMT 1 #define DF_Z 0.165 #define PEW 1 #define NDW 1 #elif (App == 0x19D0F410 ) //Zombie Army Trilogy #define DA_Y 12.5 #define DA_X 0.155 #define DA_Z -0.00025 #define DE_X 1 #define DE_Y 0.375 #define DE_Z 0.375 #define DG_W 0.7 //#define BMT 1 //#define DF_Z 0.165 #define PEW 1 #define NDW 1 #elif (App == 0x8842D13 ) //Genshin Impact #define DA_W 1 #define DB_X 1 #define DA_Y 9.375 #define DA_X 0.1 #define DA_Z -0.01 #define DE_X 1 //#define DE_Y 0.4375 #define DE_Z 0.375 #define DF_Y 0.01 #define DG_W 0.1 #define NDW 1 #elif (App == 0xEEAF4DE ) //Guardians of the galaxy **** #define DA_W 1 #define DA_Y 26.00 //31.25//52 #define DA_X 0.050 #define DF_Y 0.0375 #define DB_Z 0.110 #define DE_X 1 #define DE_Y 0.375 #define DE_Z 0.420 #define DG_W 0.300 //0.25 //0.1625//Pop #define DG_Z 0.025 //0.040 #define DI_Z 0.030 #define BMT 1 #define DF_Z 0.155 #define OIF 0.125 //Fix enables if Value is > 0.0 #define DI_W 2.75 //3.25 //Adjustment for REF #define SMS 0 //SM Toggle Separation #define DL_X 0.500 //0.325 //SM Tune #define DL_W 0.050 //SM Perspective #define DAA 1 #define PEW 1 #elif (App == 0x88C50B03 ) //League of Legends #define DA_X 0.2 #define DF_Y 0.2 #define DA_Y 12.5 #define DA_Z 0.004 #define DB_Z 0.175 #define DE_X 1 #define DE_Y 0.60 #define DE_Z 0.375 #define DG_W 0.1 //Allow some popout #define PEW 1 #define DAA 1 #elif (App == 0x1551DBDA || App == 0x969C124A) //The Forgotten City //Steam //Windows Store #define DA_W 1 #define DA_X 0.05//0.09 #define DF_Y 0.015//0.0425 #define DA_Z 0.000375 #define DA_Y 16.25 //8.75 #define DB_Z 0.2 #define DE_X 1 #define DE_Y 0.315 #define DE_Z 0.375 #define DG_W 0.875 //0.9 if 0.1 zdp #define DG_Z 0.015 #define PEW 1 #define FOV 1 #elif (App == 0xD698BDD3 ) //Call of Juarez Gunslinger **** #define DA_X 0.045 #define DF_Y 0.025 #define DA_Y 12.5 #define DB_Z 0.175 //#define DA_Z -0.000125 //#define BDF 1 //This didn't seem needed anymore for the steam version. //#define DC_X 0.22 //#define DC_Y -0.37 //#define DC_Z 0.16 #define SPF 1 //This offset is still the same. Wonder what changed here. //#define DD_X 1 #define DD_Y 1.067 #define DG_Z 0.09375 //Min #define PEW 1 //#define FOV 1 #elif (App == 0xA4F3EEC3 ) //Godfall **** #define DA_W 1 #define DA_X 0.050 #define DA_Z -0.025 #define DA_Y 35.0 #define DE_X 1 //#define DE_Y 0.5 #define DE_Z 0.375 #define PEW 1 #define NDW 1 #elif (App == 0x2B22A265 ) //Immortals Fenyx Rising #define DA_W 1 #define DA_X 0.175 #define DF_Y 0.0375 //#define DA_Z -0.15 #define DA_Y 15.0 #define DE_X 1 #define DE_Y 0.400 #define DE_Z 0.375 #define DB_Z 0.125 //#define DG_W -0.125//Disallow Pop #define DG_Z 0.075 //Min #define DI_Z 0.225 //Trim #define BMT 1 #define DF_Z 0.05 #define SMS 3 //SM Toggle Separation #define DL_X 0.850 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 0 //HQ Smooth #define DSW 1 #define PEW 1 #define NDW 1 #elif (App == 0xBCF34171 ) // Raji: an Ancient Epic EE #define DA_W 1 #define DA_X 0.175 #define DF_Y 0.05 //#define DA_Z -0.1 #define DA_Y 32.5 #define DE_X 2 #define DE_Y 0.300 #define DE_Z 0.375 //#define DB_Z 0.250 #define DG_W -0.125//0.15 //Disallow Pop #define OIF 0.0125 //Fix enables if Value is > 0.0 #define DI_W 2.0 //1.75 //Adjustment for REF #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.8025, 0.610, 0.501, 0.0925) //Pos A = XY White & B = ZW Dark #define DN_Y float4( 0.1975, 0.610, 0.0 , 0.0 ) //Pos C = XY White & 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( 21., 21., 21., 1000.0); //Menu Detection Type #define DJ_Z float4( 1000, 1000, 1000,0); //Set Match Tresh 1000 is off #define BMT 1 #define DF_Z 0.1 #define SMS 3 //SM Toggle Separation #define DL_X 0.550 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 6 //HQ Smooth #define PEW 1 #elif (App == 0x921BC951 ) //SpongeBob SquarePants: Battle for Bikini Bottom - Rehydrated #define DA_W 1 #define DA_X 0.120 #define DF_Y 0.05 #define DA_Y 22.0 #define DA_Z 0.000120 #define DE_X 1 #define DE_Y 0.400 #define DE_Z 0.375 #define DG_W 0.120 #define DG_Z 0.35 #define NDW 1 #elif (App == 0xEDC64E2B ) //The Patheless **** #define DA_W 1 #define DA_Y 75.0 #define DA_X 0.025 #define DF_Y 0.025 #define DE_X 1 #define DE_Y 0.300 #define DE_Z 0.375 #define PEW 1 #elif (App == 0xA34503F1 || App == 0xE0CAB4F3 ) //[Gothic 1.08k_mod - Gothic 2: Night of the Raven] with Kirides GD3D11 Mod #define DA_Y 25.0 #define DA_X 0.05 #define DF_Y 0.0125 #define DE_X 1 #define DE_Y 0.375 #define DE_Z 0.375 #define DG_Z 0.411 #define NDW 1 #define RHW 1 #define NFM 1 #elif (App == 0x509F5AD3 ) //Mortal Shell #define DA_W 1 #define DA_X 0.225 //#define DF_Y 0.025 #define DA_Y 15.0 //#define DA_Z -0.5 #define DB_Z 0.320 #define DE_X 1 #define DE_Y 0.45 #define DE_Z 0.375 #define DG_Z 0.375 //#define NDW 1 #define PEW 1 #define DAA 1 #define LBC 2 //Letter Box Correction Offsets With X & Y #define DH_Z 0.255 #define DH_W 0.0 #elif (App == 0x3C982FAC ) //Forza Horizon 4 #define DA_W 1 #define DA_X 0.1 //#define DF_Y 0.05 #define DA_Y 7.5 #define DB_Z 0.250 //#define DA_Z -0.00025 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W 0.375 //Allow popout //#define DG_Z 0.025 #define BMT 1 #define DF_Z 0.125 #define SMS 1 //SM Toggle Separation #define DL_X 0.750 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth #define NDW 1 #define PEW 1 #define DAA 1 #elif (App == 0x3C98315F ) //Forza Horizon 5 #define DA_W 1 #define DA_X 0.175 //0.2 // 0.150 //#define DF_Y 0.05 #define DA_Y 12.0 //11.0 // 15.0 #define DB_Z 0.225 //#define DA_Z -0.00025 #define DE_X 1 #define DE_Y 0.250 #define DE_Z 0.475 //#define DG_W 0.375 //Allow popout #define DG_Z 0.150 //0.025 //Min #define DI_Z 0.125 //0.250 //Trim #define BMT 1 #define DF_Z 0.111 #define SMS 1 //SM Toggle Separation #define DL_X 0.800 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth #define HMT 1 #define HMC 0.625 #define ASA 0 #define NDW 1 #define PEW 1 #define DAA 1 #elif (App == 0x3303C19A ) //Mafia Definitive Edition #define DA_W 1 #define DA_X 0.175 #define DF_Y 0.025 #define DA_Y 10.0 #define DB_Z 0.125 #define DA_Z -0.125 #define DE_X 1 #define DE_Y 0.325 #define DE_Z 0.375 #define DG_W 0.125 #define DG_Z 0.06 #define PEW 1 #elif (App == 0x19237E38 ) //The Witness #define DA_W 1 #define DA_X 0.2 #define DF_Y 0.02 #define DA_Y 15.0 //#define DB_Z 0.100 //#define DA_Z -0.125 #define DE_X 1 //#define DE_Y 0.5 #define DE_Z 0.375 #define DG_W 0.3 //#define DG_Z 0.06 #define DAA 1 #elif (App == 0x4F255CDB ) //Mortal Kombat 11 DX11**** Note needs dx12 #define DA_W 1 #define DA_Y 22.5 //adjusted //#define DA_Z 0.004 //This was the issue //adjusted #define DA_X 0.125 //adjusted #define DF_Y 0.140 //adjusted #define DE_X 1 #define DE_Y 0.300 //adjusted #define DE_Z 0.400 #define DG_W 0.300 //Added as a buffer to allow little bit of popout. #define DB_Z 0.300 //Added To counteract issues with close to cam animations. #define PEW 1 #elif (App == 0xA80D9183 ) //LEGO Marvel Super Heros #define DA_X 0.175 #define DF_Y 0.025 #define DE_X 5 #define DE_Y 0.500 #define DE_Z 0.375 #define PEW 1 #define DSW 1 #elif (App == 0xC7A1F6B8 ) //NieR Replicant ver.1.22474487139 #define DA_X 0.1375 #define DF_Y 0.012 #define DA_Y 25.0 //#define DB_Z 0.125 #define DE_X 1 #define DE_Y 0.400 #define DE_Z 0.375 #define DG_Z 0.01 #define DI_Z 0.225 #define BMT 1 #define DF_Z 0.2125 #define DG_W 0.1375 #define DAA 1 #elif (App == 0x98746774 ) //God of War #define DA_W 1 #define DA_X 0.14 #define DF_Y 0.070 #define DE_X 1 #define DE_Y 0.450 #define DE_Z 0.300 #define DG_W -0.150 #define DG_Z 0.0375 #define DI_Z 0.10 #define OIF 0.225 //Fix enables if Value is > 0.0 #define DI_W 1.0 //Adjustment for REF #define BMT 1 #define DF_Z 0.140 #define SMS 2 //SM Toggle Separation #define DL_X 0.500 //SM Tune #define DL_W 0.05 //SM Perspective #define DM_X 32 //HQ Tune #define DM_Z 5 //HQ Smooth #define DJ_X 0.242 //Range Smoothing #define PEW 1 #elif (App == 0x1A2B216E ) //Crysis Remastered #define DA_W 1 #define DA_X 0.050 #define DF_Y 0.01 #define DA_Y 11.25 //#define DB_Z 0.100 #define DE_X 4 #define DE_Y 0.500 #define DE_Z 0.300 #define BMT 1 #define DF_Z 0.125 #define WSM 2 //Weapon Settings Mode #define DB_W 12 #define DF_X 0.350 #define DJ_W 0.330 #define PEW 1 #elif (App == 0x130E0740 ) //Crysis 2 Remastered #define DA_X 0.050 #define DF_Y 0.005 #define DA_Y 13.75 //#define DB_Z 0.100 #define DE_X 4 #define DE_Y 0.375 #define DE_Z 0.375 #define BMT 1 #define DF_Z 0.1375 #define WSM 2 //Weapon Settings Mode #define DB_W 13 #define DF_X 0.300 #define DJ_W 0.330 #define PEW 1 #define DAA 1 #elif (App == 0x2EFB1B0B ) //Crysis 3 Remastered #define DA_X 0.025 #define DF_Y 0.004 #define DA_Y 24.0 //#define DB_Z 0.100 #define DE_X 4 #define DE_Y 0.375 #define DE_Z 0.375 #define BMT 1 #define DF_Z 0.180 #define WSM 2 //Weapon Settings Mode #define DB_W 14 #define DF_X 0.200 #define DJ_W 0.300 #define SMS 2 //SM Toggle Separation #define DL_X 0.875 //SM Tune #define DL_W 0.05 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 6 //HQ Smooth #define FPS 2 #define DK_X 2 //FPS Focus #define DK_Y 0 #define DK_Z 0 #define DK_W 2 //Set speed #define PEW 1 #define DAA 1 #elif (App == 0x16848B0F ) // HITMAN 3**** #define DA_W 1 #define DA_X 0.140 #define DF_Y 0.21 #define DE_X 1 #define DE_Y 0.4375 #define DE_Z 0.300 #define PEW 1 #elif (App == 0xB5F52BDD ) // Abzu #define DA_W 1 #define DA_X 0.075 #define DF_Y 0.010 #define DA_Y 20.00 #define DE_X 1 //#define DE_Y 0.500 #define DE_Z 0.300 #define BMT 1 #define DF_Z 0.150 #define DG_Z 0.100//Min #define DI_Z 0.125 //Trim #elif (App == 0x2ECE874 ) //Roblox Games #define DA_W 1 #define DA_X 0.050//0.044//0.071 #define DF_Y 0.025 #define DA_Y 57.5 //70.0 //35.0 //37.5 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.4375 #define DG_W 1.5 #define BMT 1 #define DF_Z 0.180 #define DG_Z 0.075 //0.0625 //Min #define DI_Z 0.200 //0.180 //0.175 //0.2125 //#define DK_X 2 //FPS Focus Method #define DK_Y 0 //Eye Eye Selection #define DK_Z 2 //Eye Fade Selection #define DK_W 1 //Eye Fade Speed Selection #elif (App == 0x4698602A ) // It takes two* WIP #define DA_W 1 #define DA_Y 36.25 //Needs to be stronger since we zoom out a lot #define DA_X 0.060 #define DF_Y 0.130//This was set too high. I noticed in you profiles you like to use this a lot. Try to keep it lower then what you set it too. Eye Strain can be caused by this. // //This option getting phased out and replaced with BMT: Balance Mode for 3D profile creation in most instances. #define DE_X 1 #define DE_Y 0.250 #define DE_Z 0.4375 #define DG_W 0.350 //Allow popout #define BMT 1 //BMT 1 needs DF_Z set to a value from 0.0-0.250 #define DF_Z 0.120 #define DG_Z 0.060//Min #define DI_Z 0.200//Trim #define LBC 1 //Letter Box Correction #define DH_Z 0.0 //Pos offset X #define DH_W -0.25//Pos offset Y #define NDW 1 #define DAA 1 #elif (App == 0x3B03D773 ) //HardReset Redux #define DA_X 0.0625 #define DF_Y 0.0425 #define DA_Y 11.0 #define HMT 1 #define HMC 0.5 #define BMT 1 #define DF_Z 0.075 #define DG_Z 0.075 //Min #define DI_Z 0.225 //Trim #define SMS 2 //SM Toggle Separation #define DL_X 0.550 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth #elif (App == 0x548BD6AD ) //Lost Ark #define DA_X 0.075 #define DF_Y 0.225 #define DA_Y 55 //#define DA_Z 0.0015 #define DE_X 1 #define DE_Y 0.4 #define DE_Z 0.4 #define BMT 1 #define DF_Z 0.100 #define DG_Z 0.070//Min #define DI_Z 0.070 //Trim // #define SPF 1 // #define DD_Z 0.007 #elif (App == 0xD360643 ) //BeamNG.drive #define DA_W 1 #define DA_X 0.150 //0.2 #define DF_Y 0.014 #define DA_Y 12.5 //8.75 //#define DA_Z 0.0015 #define DE_X 1 #define DE_Y 0.3 #define DE_Z 0.4 #define BMT 1 #define DF_Z 0.10 #define DG_Z 0.050//Min // #define DE_W 0.160 //Max #define DI_Z 0.100 //Trim // #define DD_Z 0.007 #define SMS 1 //SM Toggle Separation #define DL_X 0.8125 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.010, 0.017, 0.011, 0.980) //Pos A = XY White & B = ZW White #define DN_Y float4( 0.960, 0.024, 0.0, 0.0) //Pos C = XY Light & 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, 30.0, 28.0, 29.0); //Menu Detection Type for A, B, & C. The Last Value is ??? #define DJ_Z float4( 1000., 1000., 1000,0); //Set Match Tresh #elif (App == 0x28900EB9 ) //Planet Zoo #define DA_W 1 #define DA_X 0.1 #define DF_Y 0.025 #define DA_Y 77.5 //#define DA_Z 0.0001 #define DB_Z 0.250 #define DE_X 1 #define DE_Y 0.325 #define DE_Z 0.350 #define BMT 1 #define DF_Z 0.130 #define DG_Z 0.100//Min // #define DE_W 0.0 //Max #define DI_Z 0.100 //Trim #elif (App == 0x6EA7BBB ) //Tales from Borderlands #define DA_X 0.075 #define DF_Y 0.005 #define DA_Y 25.0 #define DA_Z 0.0005 //#define DB_Z 0.250 #define DE_X 1 #define DE_Y 0.400 #define DE_Z 0.375 #define BMT 1 #define DF_Z 0.1 #define DG_Z 0.100//Min // #define DE_W 0.0 //Max #define DI_Z 0.125 //Trim #define SMS 1 //SM Toggle Separation #define DL_X 0.600 //SM Tune #define DL_W 0.0 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth #elif (App == 0x8FDE4FCF ) //Ni No Kuni II: Revenant Kingdom**** #define DA_X 0.075 #define DF_Y 0.050 #define DA_Y 12.50 //#define DA_Z 0.0005 #define DE_X 1 #define DE_Y 0.375 #define DE_Z 0.400 #define BMT 1 #define DF_Z 0.125 #define SMS 0 //SM Toggle Separation #define DL_X 0.600 //SM Tune #define DL_W 0.000 //SM Perspective #define PEW 1 #elif (App == 0xFA6649D4 ) //Shadow Warrior 3 **** #define DA_W 1 #define DA_X 0.070 #define DF_Y 0.0075 #define DA_Y 40.0 #define DA_Z 0.0001 //#define DB_Z 0.250 #define BMT 1 #define DF_Z 0.135 #define DG_Z 0.170 //Min // #define DE_W 0.0 //Max #define DI_Z 0.3375//Trim #define SMS 2 //SM Toggle Separation #define DL_X 0.675 //SM Tune #define DL_W 0.025 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 2 //HQ Smooth #define FOV 1 #define PEW 1 #elif (App == 0x45C250C6 ) //Dying Light 2 #define DA_W 1 #define DA_X 0.025 #define DF_Y 0.051 #define DA_Y 30.0//10.0 #define DA_Z -0.125 #define DE_X 2 #define DE_Y 0.825 //#define DE_Z 0.25 //#define DG_W 0.100 //Pop #define DG_Z 0.090 //Min #define DE_W 0.105 //Max #define DI_Z 0.090 //0.090//0.100 //0.150 //Trim #define BMT 1 #define DF_Z 0.060 #define SMS 2 //SM Toggle Separation #define DL_X 0.850 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 4 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 #define WSM 3 //Weapon Settings Mode //#define DB_W 7 #define BDF 0 //Barrel Distortion Fix k1 k2 k3 and Zoom #define DC_X 0.00 #define DC_Y 0.150 #define DC_Z -0.030 #define DC_W -0.0200 #define NDW 1 #define PEW 1 #define FOV 1 //#define RHW 1 //#define NFM 1 #elif (App == 0xC150B2EC ) //FarCry 6 #define DA_W 1 #define DA_X 0.045 #define DF_Y 0.050 #define DA_Y 16.0 //#define DA_Z 0.0002 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.400 #define DG_Z 0.077 //Min #define DI_Z 0.175 //Trim #define BMT 1 #define DF_Z 0.130 #define DG_W 0.550 //Pop #define OIF 0.04375 //Fix enables if Value is > 0.0 #define DI_W 2.5 //Adjustment for REF #define DK_X 2 //FPS Hold #define DK_Y 0 //FPS Both Eyes #define DK_Z 2 //FPS 0.3% #define DK_W 2 //FPS Speed 100% #define PEW 1 #define NDW 1 #elif (App == 0xF844D5C3 ) //Tony Hawk's Pro Skater 1+2 #define DA_W 1 #define DA_X 0.1125 #define DF_Y 0.0125 #define DA_Y 150.0 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.400 #define BMT 1 #define DF_Z 0.125 //Try to keep this in the lower end. The profile is really Good!!!!! #define FOV 1 #elif (App == 0x42BC6574 ) //Sleeping Doggs: Definitinve Edition**** #define DA_X 0.075 #define DF_Y 0.0025 #define DA_Y 7.25 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.400 #define BMT 1 #define DF_Z 0.138 //This had to be adjusted #define SMS 1 //SM Toggle Separation #define DL_X 0.600 //SM Tune #define DL_W 0.0 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth #define LBC 2 //Letter Box Correction Offsets With X & Y #define DH_X 1.345 #define PEW 1 #elif (App == 0x72632818 ) //Matrix Demo UE 5 #define DA_W 1 #define DA_X 0.025 #define DF_Y 0.005 #define DA_Y 47.5 #define BMT 1 #define DF_Z 0.030 #define PEW 1 #elif (App == 0xCBE94135 ) //Anno: Mutationem #define DA_W 1 #define DB_X 1 #define DA_X 0.025 #define DF_Y 0.010 #define DA_Y 35 //#define DA_Z -0.025 #define DE_X 2 #define DE_Y 0.375 #define DE_Z 0.375 #define BMT 1 #define DF_Z 0.100 #define SMS 1 //SM Toggle Separation #define DL_X 0.875 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 8 //HQ Smooth #define PEW 1 #elif (App == 0x98E46BDC ) //Forgive Me Father #define DA_W 1 #define DA_X 0.1875 #define DF_Y 0.0125 #define DA_Y 250.0 #define DA_Z -1.0 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.375 #define BMT 1 #define DF_Z 0.125 #define PEW 1 #elif (App == 0xAB93A702 ) //Nightmare Reaper #define DA_W 1 #define DA_X 0.050 #define DF_Y 0.025 #define DA_Y 24.0 #define DB_Z 0.075 #define DE_X 4 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W -0.1 //Pop #define BMT 1 #define DF_Z 0.125 #define DG_Z 0.0300//Min #define DI_Z 0.0525//Trim #define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth #define MMD 1 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.24 , 0.0375, 0.5 , 0.74 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.76 , 0.775 , 0.0 , 0.0 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.0 , 0.0 , 0.0 , 0.0 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 28.0 , 28.0 , 1000.0, 1000.0 ) //Tresh Hold for Color A1 & A3 and Color B1 & B3 #define AFD 1 #define WSM 4 #define DB_W 3 #define PEW 1 #elif (App == 0xBE557C30 ) //Golden Light #define DA_W 1 #define DB_X 1 #define DA_X 0.100 #define DF_Y 0.0125 #define DA_Y 187.5 #define DB_Z 0.200 //#define DA_Z 0.0 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define BMT 1 #define DF_Z 0.125 #define DG_W 0.125 //Pop #define PEW 1 #elif (App == 0x70858D6 ) //PowerSlave Exhumed **** #define DA_X 0.250 #define DF_Y 0.0125 #define DA_Y 300.0 #define BMT 1 #define DF_Z 0.500 #define WSM 4 #define DB_W 4 #elif (App == 0x3E2F4D65 ) //Inscryption #define DA_W 1 #define DB_X 1 #define DA_X 0.045 #define DF_Y 0.0425 #define DA_Y 17.0 //#define DA_Z 0.0 //#define DE_X 4 //#define DE_Y 0.500 //#define DE_Z 0.375 #define BMT 1 #define DF_Z 0.110 //#define DG_Z 0.110//Min //#define DI_Z 0.160 //Trim #define PEW 1 #define DSW 1 #elif ( App == 0x4F4E231E ) //Hob #define DA_Y 20.0 #define DA_X 0.040 #define DF_Y 0.040 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W 0.125 //Pop out #define BMT 1 #define DF_Z 0.100 #define DG_Z 0.050 //Min #define DI_Z 0.070 //Trim #define DAA 1 #define SMS 0 //SM Toggle Separation #define DL_X 0.625 //SM Tune #define DL_W 0.050 //SM Perspective #elif ( App == 0x1C2203BC || App == 0x835B2D42) //TUNIC //Steam //Windows Store #define DA_W 1 #define DB_X 1 #define DA_Y 2.5 #define DA_X 0.055 #define DF_Y 0.150 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W 0.125 //Pop out #define BMT 1 #define DF_Z 0.100 #define DSW 1 #define PEW 1 #define SMS 1 //SM Toggle Separation #define DL_X 0.700 //SM Tune #define DL_W 0.0 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 7 //HQ Smooth #elif ( App == 0x42F66404 ) //Bayonetta #define DA_Y 41.0 #define DA_X 0.037 #define DF_Y 0.0125 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W 0.2500 //Pop out #define OIF 0.225 //Fix enables if Value is > 0.0 #define DI_W 1.5 //Adjustment for REF #define BMT 1 #define DF_Z 0.1275 #define PEW 1 #define SMS 3 //SM Toggle Separation #define DL_X 0.775 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 2 //HQ Smooth #elif ( App == 0x8CF29E7A || App == 0xB212F82A ) //Maneater //Steam //Windows Store #define DA_W 1 #define DA_Y 75.0 #define DA_X 0.05 #define DF_Y 0.02 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define BMT 1 #define DF_Z 0.500 #define PEW 1 #define SMS 1 //SM Toggle Separation #define DL_X 0.600 //SM Tune #define DL_W 0.050 //SM Perspective #define LBC 1 //Letter Box Correction #define DH_Z 0.0 //Pos offset X #define DH_W -0.236//Pos offset Y #elif (App == 0xF14D1D3B ) //SniperElite 4 #define DA_X 0.05 #define DF_Y 0.04 #define DA_Y 20.0 #define DE_X 1 #define DE_Y 0.450 #define DE_Z 0.450 #define BMT 1 #define DF_Z 0.1 #define DG_Z 0.03//Min #define DI_Z 0.06 //Trim #define SMS 1 //SM Toggle Separation #define DL_X 0.750 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.150, 0.240, 0.250, 0.925) //Pos A = XY White & B = ZW Black #define DN_Y float4( 0.296, 0.865, 0.0, 0.0) //Pos C = XY White & 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( 0.297, 0.0 , 0.0, 0.0 ) //Size = Menu [ABC] D E F #define DJ_Y float4( 30.0, 2.0, 29.0, 1000.0); //Menu Detection Type for A, B, & C. The Last Value is ??? #define DJ_Z float4( 1000., 1000., 1000., 0.0 ); //Set Match Tresh #define PEW 1 #elif (App == 0xE44B25B ) //Injustice 2 #define DA_X 0.100 #define DF_Y 0.0125 #define DA_Y 15.00 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define BMT 1 #define DF_Z 0.125 //#define DG_Z 0.100 //Min //#define DI_Z 0.150 //Trim #define SMS 2 //SM Toggle Separation #define DL_X 0.750 //SM Tune #define DL_W 0.050 //SM Perspective #define PEW 1 #elif (App == 0xE1D149FD ) //Max Payne 3 **** //#define DA_W 1 #define DA_X 0.115 #define DF_Y 0.050 #define DA_Y 25.0 //15 //#define DA_Z 0.00025 //-1.0 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_Z 0.002 //Min //#define DI_Z 0.200 //Trim #define BMT 1 #define DF_Z 0.130 //#define DG_W 0.100 //Pop #define SMS 2 //SM Toggle Separation #define DL_X 0.750 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 4 //HQ Smooth #define PEW 1 #define DAA 1 #elif (App == 0x1CF7A476 ) //Sable #define DA_W 1 #define DA_X 0.045 #define DF_Y 0.045 #define DA_Y 25.0 //15 //#define DA_Z 0.00025 //-1.0 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_Z 0.001 //Min #define DI_Z 0.250 //Trim #define BMT 1 #define DF_Z 0.12 //#define DG_W 0.100 //Pop #define SMS 2 //SM Toggle Separation #define DL_X 0.900 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 30 //HQ Tune #define DM_Z 3 //HQ Smooth #define PEW 1 #elif (App == 0xC72BE846 ) //We Happy Few #define DA_W 1 #define DA_X 0.125 //0.140 //0.150 //0.175 #define DF_Y 0.045 #define DA_Y 7.5 //38.75 //#define DA_Z -0.05 //-0.075 //0.00025 #define DE_X 1 #define DE_Y 0.520//0.520 #define DE_Z 0.375 #define DG_Z 0.100//0.175 //Min #define DI_Z 0.1625 //Trim #define BMT 1 #define DF_Z 0.125 //#define DG_W 0.100 //Pop #define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 2 //HQ Smooth #define PEW 1 #elif (App == 0x8F36286E ) //Deliver Us The Moon #define DA_W 1 #define DA_X 0.050 #define DF_Y 0.035 //0.075 #define DA_Y 70.0 //#define DA_Z -0.05 #define DE_X 2 #define DE_Y 0.50 #define DE_Z 0.375 #define DG_Z 0.200//0.175 //Min #define DI_Z 0.200 //Trim #define BMT 1 #define DF_Z 0.14 //#define DG_W 0.100 //Pop //#define SMS 3 //SM Toggle Separation //#define DL_X 0.900 //SM Tune //#define DL_W 0.000 //SM Perspective //#define DM_X 3 //HQ Tune //#define DM_Z 2 //HQ Smooth #define DAA 1 #define PEW 1 #elif (App == 0x3A1E37B8 ) //Breathedge #define DA_W 1 #define DA_X 0.060 #define DF_Y 0.035 #define DA_Y 13.0 //#define DA_Z -0.05 //-0.075 //0.00025 #define DE_X 2 #define DE_Y 0.500//0.375 #define DE_Z 0.375 #define DG_Z 0.080//0.175 //Min #define DI_Z 0.125 //Trim #define BMT 1 #define DF_Z 0.130 #define DG_W 0.100 //Pop #define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 32 //HQ Tune #define DM_Z 6 //HQ Smooth #define PEW 1 #elif (App == 0x837F12C9 ) //QuantumBreak DX11 #define DA_X 0.0425 #define DF_Y 0.0425 #define DA_Y 12.5 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define BMT 1 #define DF_Z 0.125 #define SMS 2 //SM Toggle Separation #define DL_X 0.600 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 32 //HQ Tune #define DM_Z 2 //HQ Smooth #define PEW 1 #define DAA 1 #elif (App == 0xDA130F0B ) //Poppy PlayTime Ch. 1 #define DA_W 1 #define DA_X 0.051 #define DF_Y 0.031 #define DA_Y 125.0 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.250 //#define DG_W -0.500 //Pop #define OIF 0.225 //Fix enables if Value is > 0.0 #define DI_W 1.75 //Adjustment for REF #define BMT 1 #define DF_Z 0.065 #define SMS 2 //SM Toggle Separation #define DL_X 0.775 //SM Tune //#define DL_W 0.00 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 6 //HQ Smooth #define PEW 1 #define FOV 1 #define WSM 2 #define DB_W 16 #define AFD 1 #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.050, 0.900, 0.2150, 0.8888) //Pos A = XY White & B = ZW Black #define DN_Y float4( 0.133, 0.240, 0.3725, 0.0400) //Pos C = XY White & D = ZW Match #define DN_Z float4( 0.545, 0.533, 0.405, 0.3620) //Pos E = XY Match & F = ZW Match #define DN_W float4( 0.267, 0.375, 0.554, 0.542 ) //Size = Menu [ABC] D E F #define DJ_Y float4( 30., 0.0, 30., 1000.0); //Menu Detection Type #define DJ_Z float4( 26.0, 30.0, 30.0,0.0); //Set Match Tresh #elif (App == 0xFD4C916D ) //Poppy PlayTime Ch. 2 #define DA_W 1 #define DA_X 0.051 #define DF_Y 0.031 #define DA_Y 125.0 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.250 //#define DG_W -0.500 //Pop #define OIF 0.225 //Fix enables if Value is > 0.0 #define DI_W 1.75 //Adjustment for REF #define BMT 1 #define DF_Z 0.065 #define SMS 2 //SM Toggle Separation #define DL_X 0.775 //SM Tune //#define DL_W 0.00 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 6 //HQ Smooth #define PEW 1 #define FOV 1 #define WSM 2 #define DB_W 16 #define AFD 1 #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.0230, 0.0650, 0.114, 0.201) //Pos A = XY Black & B = ZW Other #define DN_Y float4( 0.2000, 0.8888, 0.545, 0.533) //Pos C = XY Black & D = ZW Match #define DN_Z float4( 0.5160, 0.0430, 0.0, 0.0) //Pos E = XY Match & F = ZW Match #define DN_W float4( 0.266, 0.571, 0.542, 0.0 ) //Size = Menu [ABC] D E F #define DJ_Y float4( 0, 18.0, 0, 1000); //Menu Detection Type #define DJ_Z float4( 30., 23., 1000.,0.0); //Set Match Tresh #elif (App == 0x2E105B97 ) //Chorus #define DA_W 1 #define DA_X 0.0125//0.025//0.050 #define DF_Y 0.020 #define DA_Y 60.00//30.0 //Changed because it's a space game and having 3D pop more in the distance is a good thing. #define DB_Z 0.050 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.4375 //#define DG_W 0.100 //Pop #define BMT 1 #define DF_Z 0.150 #define SMS 1 //SM Toggle Separation #define DL_X 0.700//SM Tune //#define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 5 //HQ Smooth #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.500, 0.995, 0.052, 0.919) //Pos A = XY Black & B = ZW Other #define DN_Y float4( 0.084, 0.9652, 0.0, 0.0) //Pos C = XY Black & 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( 0.999, 0.0, 0.0, 0.0 ) //Size = Menu [ABC] D E F #define DJ_Y float4( 0.0, 15.0, 0.0, 1000.0); //Menu Detection Type #define DJ_Z float4( 1000., 1000., 1000.,0.0); //Set Match Tresh #define PEW 1 #define DAA 1 #elif (App == 0x54BD1D74 ) //Biomutant #define DA_W 1 #define DA_X 0.050 #define DF_Y 0.010 #define DA_Y 17.5 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W -0.30 //Neg-Pop #define DG_Z 0.025 //Min #define DI_Z 0.100 //Trim #define BMT 1 #define DF_Z 0.130 #define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.025 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DL_Y 0.500 //De-Artifact Works well here because of the Fur #define PEW 1 #elif (App == 0x49B4730A ) //Dead or Alive Xtream Venus Vacation #define DA_W 1 #define DA_X 0.050 #define DF_Y 0.030 #define DA_Y 12.5 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W 0.125 //Pop //#define DG_Z 0.150 //Min //#define DI_Z 0.200 //Trim #define BMT 1 #define DF_Z 0.125 #define PEW 1 #elif (App == 0xB59C0B0A ) //GreenHell #define DA_W 1 #define DA_X 0.0375 #define DF_Y 0.005 #define DA_Y 55.0 #define DE_X 1 #define DE_Y 0.350 #define DE_Z 0.375 #define DG_W 0.100 //Neg-Pop #define DG_Z 0.0125 //Min #define DI_Z 0.100 //Trim #define BMT 1 #define DF_Z 0.14375 #define SMS 1 //SM Toggle Separation #define DL_X 0.825 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth #define PEW 1 #elif (App == 0xE26CF45E ) //Daemon X Machina #define DA_W 1 #define DA_X 0.060 #define DF_Y 0.060 #define DA_Y 20.0 #define DB_Z 0.1125 // #define DE_X 3 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W -0.25 //Pop #define BMT 1 #define DF_Z 0.125 #define SMS 2 //SM Toggle Separation #define DL_X 0.900 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 4 //HQ Smooth #define PEW 1 #elif (App == 0x46C3D9F8 ) //Sherlock Holmes Chapter One #define DA_W 1 #define DA_X 0.025 #define DF_Y 0.015 #define DA_Y 30.0 #define DA_Z -0.075 #define DE_X 1 #define DE_Y 0.4500 #define DE_Z 0.375 //#define DG_W 2.5 //Pop #define OIF 0.225 //Fix enables if Value is > 0.0 #define DI_W 2.0 //Adjustment for REF //#define DG_Z 0.0875 //Min //#define DI_Z 0.100 //Trim #define BMT 1 #define DF_Z 0.125 #define SMS 3 //SM Toggle Separation #define DL_X 0.650 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DL_Y 0.125 //De-Artifact #define MMD 1 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.157 , 0.088 , 0.90555, 0.9295 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.841 , 0.072 , 0.0 , 0.0 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.0 , 0.0 , 0.0 , 0.0 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 29.0 , 28.0 , 10000 , 1000 ) //Tresh Hold for Color A1 & A3 and Color B1 & B3 #define PEW 1 #elif (App == 0xF110883F ) //Yakuza Like a Dragon #define DA_W 1 #define DA_X 0.1125 #define DF_Y 0.0125 #define DA_Y 15.25 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W -.25 //Less Pop #define OIF 0.225 //Fix enables if Value is > 0.0 #define DI_W 1.75 //Adjustment for REF #define DG_Z 0.030 //Min #define DI_Z 0.250 //Trim #define BMT 1 #define DF_Z 0.000 #define SMS 1 //SM Toggle Separation #define DL_X 0.700 //SM Tune #define DL_W 0.1 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 5 //HQ Smooth #define MMD 2 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.190 , 0.031 , 0.388 , 0.947 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.0275, 0.036 , 0.752 , 0.025 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.880 , 0.947 , 0.9351 , 0.050 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 30.0 , 29.0 , 29.0 , 30.0 ) //Tresh Hold for Color A1 & A3 and Color #define DP_X float4( 0.759 , 0.028 , 0.938 , 0.097 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.9411, 0.0456, 0.9346 , 0.0485 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.924 , 0.092 , 0.752 , 0.025 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 29.0 , 30.0 , 30.0 , 29.0 ) //Tresh Hold for Color A1 & A3 and Color #define DAA 1 #define PEW 1 #elif (App == 0x6A2A62D5 ) //Days Gone #define DA_W 1 #define DA_X 0.075 #define DF_Y 0.00 #define DA_Y 15.5 //#define DB_Z 0.050 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W 0.150 //Pop //#define OIF 0.225 //Fix enables if Value is > 0.0 //#define DI_W 2.0 //Adjustment for REF //#define DG_Z 0.07 //Min //#define DI_Z 0.05 //Trim #define BMT 1 #define DF_Z 0.150 #define SMS 0 //SM Toggle Separation #define DL_X 0.825 //SM Tune #define DL_W 0.00 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 4 //HQ Smooth //#define DM_Y 1 //HQ VRS Off|Auto|High|Med|Low|Lower #elif (App == 0xF44ABA48 ) //Blacksad #define DA_W 1 #define DA_X 0.050 #define DF_Y 0.015 #define DA_Y 12.5 //#define DB_Z 0.050 #define DE_X 1 #define DE_Y 0.4375 #define DE_Z 0.375 #define DG_W -0.10 //Pop #define OIF 0.225 //Fix enables if Value is > 0.0, 0.0125, 0.025, 0.0375, 0.04375, 0.05, 0.0625, 0.075, 0.0875, 0.09375, 0.1, 0.125, 0.150, 0.175, 0.20, 0.225, 0.250 #define DI_W 2.0 //Adjustment for REF #define DG_Z 0.025 //Min #define DI_Z 0.080//Trim #define BMT 1 #define DF_Z 0.1 #define SMS 3 //SM Toggle Separation #define DL_X 0.825 //SM Tune #define DL_W 0.00 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 5 //HQ Smooth #define MMD 2 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.402 , 0.069 , 0.500 , 0.125 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.598 , 0.081 , 0.424 , 0.069 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.125 , 0.577 , 0.094 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 18.0 , 18.0 , 18.0 , 18.0 ) //Tresh Hold for Color A1 & A3 and Color #define DP_X float4( 0.462 , 0.069 , 0.500 , 0.125 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.5365, 0.094 , 0.439 , 0.069 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.125 , 0.560 , 0.094 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 18.0 , 18.0 , 18.0 , 18.0 ) //Tresh Hold for Color A1 & A3 and Color #define DM_Y 5 //HQ VRS Off|Auto|High|Med|Low|Lower #define PEW 1 #elif (App == 0x86E2D98B ) //Mordhau #define DA_W 1 #define DA_X 0.050 #define DF_Y 0.0025 #define DA_Y 25.0 //#define DB_Z 0.050 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W 0.250 //Pop //#define OIF 0.225 //Fix enables if Value is > 0.0 //#define DI_W 2.0 //Adjustment for REF #define DG_Z 0.045 //Min #define DI_Z 0.125 //Trim #define BMT 1 #define DF_Z 0.150 #define SMS 3 //SM Toggle Separation #define DL_X 0.75 //SM Tune #define DL_W 0.00 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 4 //HQ Smooth #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.193, 0.041, 0.580, 0.042 ) //Pos A = XY White & B = ZW Dark #define DN_Y float4( 0.964, 0.019, 0.0 , 0.0 ) //Pos C = XY White & 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( 20.0 , 2.0, 20.0, 18.0); //Menu Detection Type W is based on Pos A as a Extra Just incase value #define DJ_Z float4( 1000., 1000., 1000.,0.0); //Set Match Tresh 1000 is off #define DM_Y 3 //HQ VRS Off|Auto|High|Med|Low|Lower #elif (App == 0xF9B1845A ) //RiME #define DA_W 1 #define DA_Y 15.0 #define DA_X 0.145 #define DF_Y 0.015 #define DE_X 2 #define DE_Y 0.350 #define DE_Z 0.375 #define OIF 0.1 //Fix enables if Value is > 0.0 #define DI_W 2.0 //Adjustment for REF #define DG_Z 0.150 //Min #define DI_Z 0.400 //Trim #define BMT 1 #define DF_Z 0.150 #define SMS 3 //SM Toggle Separation #define DL_X 0.850 //SM Tune #define DL_W 0.00 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 5 //HQ Smooth #elif (App == 0x1FEFF4DD ) //Someday Youll Return #define DA_W 1 #define DA_Y 475.0//650.0 #define DA_X 0.1000 #define DF_Y 0.1175 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.325 #define OIF 0.225 //Fix enables if Value is > 0.0 #define DI_W 0.75 //Adjustment for REF #define DG_Z 0.075 //Min #define DI_Z 0.200//0.175 //Trim #define BMT 1 #define DF_Z 0.125 #define SMS 3 //SM Toggle Separation #define DL_X 0.875 //SM Tune #define DL_W 0.00 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 2 //HQ Smooth #define MMD 3 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.664 , 0.110 , 0.5 , 0.2215) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.452 , 0.1685, 0.5111, 0.0261)//Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.893 , 0.870 , 0.888, 0.861 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 27.0 , 30.0 , 25.0 , 30.0 ) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.2775, 0.030 , 0.500, 0.10 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.193 , 0.240 , 0.4873, 0.0266)//Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.893 , 0.870 , 0.888, 0.861 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 30.0 , 27.0 , 25.0 , 30.0 ) //Tresh Hold for Color C & D and Color #define DQ_X float4( 0.4942, 0.0164, 0.893, 0.870 ) //Pos E1 = XY Color & E2 = ZW Black #define DQ_Y float4( 0.888 , 0.861 , 0.4942, 0.017) //Pos E3 = XY Color & F1 = ZW Color #define DQ_Z float4( 0.893, 0.870 , 0.888 , 0.861) //Pos F2 = XY Black & F3 = ZW Color #define DQ_W float4( 25.0 , 30.0 , 25.0 , 30.0 ) //Tresh Hold for Color E & F and Color #define DR_X float4( 0.493 , 0.0164, 0.1 , 0.5 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.039 , 0.862 , 0.5337, 0.018)//Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.1 , 0.5 , 0.039 , 0.862 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 25.0 , 30.0 , 25.0 , 30.0 ) //Tresh Hold for Color G & H and Color #define PEW 1 #elif (App == 0xD1006CAF ) //Dirt 5 #define DA_W 1 #define DA_X 0.2125 #define DF_Y 0.0125 #define DA_Y 7.5 #define DB_Z 0.225 //#define DA_Z -0.00025 #define DE_X 3 #define DE_Y 0.500 #define DE_Z 0.475 //#define DG_W 0.375 //Allow popout #define OIF 0.175 //Fix enables if Value is > 0.0 #define DI_W 0.75 //Adjustment for REF #define DG_Z 0.025 //Min #define DI_Z 0.125 //Trim #define BMT 1 #define DF_Z 0.150 #define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth #define NDW 1 #define PEW 1 #define DAA 1 #elif (App == 0x5663B8FC ) //Stray #define DA_W 1 #define DA_X 0.110 #define DF_Y 0.015 #define DA_Y 100.0 #define DB_Z 0.25 #define DE_X 3 #define DE_Y 0.450 #define DE_Z 0.375 #define DG_W 0.100 //Pop #define BMT 1 #define DF_Z 0.0375 #define OIF 0.1 //Fix enables if Value is > 0.0 #define DI_W 2.0 //Adjustment for REF #define DG_Z 0.030 //Min #define DI_Z 0.100 //Trim #define SMS 1 //SM Toggle Separation #define DL_X 0.9 //SM Tune #define DL_W 0.0 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 2 //HQ Smooth #define MMD 1 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.133 , 0.290 , 0.800 , 0.290 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.704 , 0.290 , 0.0 , 0.0 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.0 , 0.0 , 0.0 , 0.0 ) //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 SPF 1 #define LBC 1 //Letter Box Correction #define DH_Z 0.0 //Pos offset X #define DH_W -0.2595//Pos offset Y #define SDT 2 //Spcial Depth Trigger With X & Y Offsets //#define DG_X 0.0 //#define DG_Y 0.0 #define PEW 1 #define DAA 1 #elif (App == 0x308AEBEA ) //TitanFall 2 **** //#define DA_W 1 #define DA_X 0.040 //#define DF_Y 0.015 #define DA_Y 10.0 #define DB_Z 0.100 #define DE_X 4 #define DE_Y 0.500 #define DE_Z 0.4375 //#define DG_W 0.100 //Pop #define DG_Z 0.03 //Min #define DI_Z 0.150 //Trim #define BMT 1 #define DF_Z 0.075 #define SMS 0 //SM Toggle Separation #define DL_X 0.700 //SM Tune #define DL_W 0.0 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 0 //HQ Smooth #define WSM 5 #define DB_W 18 #define DF_X 0.35 #define DJ_W 0.25 #define FPS 2 #define DK_X 2 #define DK_Y 0 #define DK_Z 0 #define DK_W 2 #define PEW 1 #define DAA 1 #define FOV 1 #elif (App == 0x2871B10B ) //DMC: Devil May Cry //#define DA_W 1 #define DA_X 0.050 #define DF_Y 0.005 #define DA_Y 25.0 #define DB_Z 0.100 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W 0.100 //Pop #define OIF 0.20 //Fix enables if Value is > 0.0 #define DI_W 1.5 //Adjustment for REF //#define DG_Z 0.03 //Min //#define DI_Z 0.150 //Trim #define BMT 1 #define DF_Z 0.06 #define SMS 2 //SM Toggle Separation #define DL_X 0.750 //SM Tune #define DL_W 0.0 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth #define PEW 1 #elif (App == 0xDC9A4971 ) //Furi #define DA_W 1 #define DA_X 0.050 #define DF_Y 0.005 #define DA_Y 250.0 #define DB_Z 0.100 #define DB_X 1 #define DE_X 1 #define DE_Y 0.4375 #define DE_Z 0.4375 // #define DG_W -0.100 //Pop #define OIF 0.225 //Fix enables if Value is > 0.0 #define DI_W 1.25 //Adjustment for REF //#define DG_Z 0.03 //Min //#define DI_Z 0.150 //Trim #define BMT 1 #define DF_Z 0.100 #define SMS 2 //SM Toggle Separation #define DL_X 0.750 //SM Tune #define DL_W 0.0 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth #define PEW 1 #elif (App == 0xE1A4C79C ) //Generation Zero #define DA_W 1 //#define DB_X 1 #define DA_X 0.050 #define DF_Y 0.005 #define DA_Y 52.5 #define DB_Z 0.100 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W -0.100 //Pop //#define OIF 0.225 //Fix enables if Value is > 0.0 //#define DI_W 1.25 //Adjustment for REF #define DG_Z 0.050 //Min #define DI_Z 0.100 //Trim #define BMT 1 #define DF_Z 0.175 #define SMS 3 //SM Toggle Separation #define DL_X 0.825 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 0 //HQ Smooth #define FPS 0 #define DK_X 2 #define DK_Y 0 #define DK_Z 2 #define DK_W 3 #define PEW 1 #define FOV 1 #elif (App == 0x32481ADC ) //Deep Rock Galactic #define DA_W 1 //#define DB_X 1 #define DA_X 0.040 #define DF_Y 0.025 #define DA_Y 18.75 #define DB_Z 0.100 //#define DE_X 1 //#define DE_Y 0.500 //#define DE_Z 0.375 //#define DG_W -0.100 //Pop //#define OIF 0.225 //Fix enables if Value is > 0.0 //#define DI_W 1.25 //Adjustment for REF #define DG_Z 0.075 //Min #define DI_Z 0.150 //Trim #define BMT 1 #define DF_Z 0.120 #define SMS 2 //SM Toggle Separation #define DL_X 0.750 //SM Tune #define DL_W 0.100 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 0 //HQ Smooth #define MMD 1 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.0805, 0.051 , 0.900 , 0.051 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.408 , 0.051 , 0.0 , 0.0 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.0 , 0.0 , 0.0 , 0.0 ) //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 PEW 1 #define FOV 1 #elif (App == 0x78DF0627 ) //The Sinking City #define DA_W 1 //#define DB_X 1 #define DA_X 0.050 #define DF_Y 0.026 #define DA_Y 15.00 #define DA_Z -0.10 //#define DB_Z 0.050 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W -0.100 //Pop #define OIF 0.225 //Fix enables if Value is > 0.0 #define DI_W 1.25 //Adjustment for REF //#define DG_Z 0.100 //Min //#define DI_Z 0.100 //Trim #define BMT 1 #define DF_Z 0.15 #define SMS 2 //SM Toggle Separation #define DL_X 0.900 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.8 //De-Artifact #define MMD 3 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.190 , 0.061 , 0.190 , 0.050 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.810 , 0.061 , 0.190 , 0.061 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.183 , 0.050 , 0.810 , 0.061 ) //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( 0.433 , 0.347 , 0.500 , 0.20 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.567 , 0.347 , 0.464 , 0.243) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.310 , 0.540 , 0.243) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 30.0 , 30.0 , 30.0 , 30.0) //Tresh Hold for Color A1 & A3 and Color #define DQ_X float4( 0.428 , 0.240 , 0.500 , 0.310) //Pos E1 = XY Color & E2 = ZW Black #define DQ_Y float4( 0.564 , 0.240 , 0.437 , 0.235) //Pos E3 = XY Color & F1 = ZW Color #define DQ_Z float4( 0.500 , 0.310 , 0.555 , 0.235) //Pos F2 = XY Black & F3 = ZW Color #define DQ_W float4( 30.0 , 30.0 , 30.0 , 30.0 ) //Tresh Hold for Color E & F and Color #define PEW 1 #elif (App == 0x293886C5 ) //The Last Camp fire //#define DA_W 1 //#define DB_X 1 #define DA_X 0.040 #define DF_Y 0.030 #define DA_Y 37.50 //#define DA_Z -0.10 #define DB_Z 0.050 #define DE_X 3 #define DE_Y 0.375 #define DE_Z 0.375 #define DG_W -0.100 //Pop #define OIF 0.225 //Fix enables if Value is > 0.0 #define DI_W 1.0 //Adjustment for REF #define DG_Z 0.055 //Min #define DI_Z 0.075 //Trim #define BMT 1 #define DF_Z 0.10 #define SMS 1 //SM Toggle Separation #define DL_X 0.725 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 1 //De-Artifact #define MMD 2 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.040 , 0.0325, 0.995 , 0.005 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.030 , 0.090 , 0.294 , 0.365 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.5 , 0.5 , 0.704 , 0.365 ) //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( 0.45 , 0.45 , 0.625 , 0.250) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.550 , 0.485 , 0.0 , 0.0) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.625 , 0.250 , 0.0 , 0.0) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 30.0 , 30.0 , 1000.0 , 1000.0) //Tresh Hold for Color A1 & A3 and Color #define DSW 1 #elif (App == 0xF82EA3E3 ) //In Sound Mind #define DA_W 1 #define DB_X 1 #define DA_X 0.020 #define DF_Y 0.0375 #define DA_Y 225.5 #define DA_Z -0.175 #define DB_Z 0.050 #define DE_X 2 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W -0.100 //Pop //#define OIF 0.225 //Fix enables if Value is > 0.0 //#define DI_W 1.0 //Adjustment for REF #define DG_Z 0.070 //Min #define DI_Z 0.060 //Trim #define BMT 1 #define DF_Z 0.1 #define SMS 2 //SM Toggle Separation #define DL_X 0.7375 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 1 //De-Artifact #elif (App == 0x3F20AE01 ) //The Mortuary Assistant #define DA_W 1 #define DB_X 1 #define DA_X 0.025 #define DF_Y 0.01625 #define DA_Y 237.5 #define DA_Z -0.025 //-0.100 #define DB_Z 0.050 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.4375 #define DG_W 0.300 //Pop #define OIF 0.225 //Fix enables if Value is > 0.0 #define DI_W 4.5 //Adjustment for REF #define DG_Z 0.105 //Min #define DI_Z 0.050 //Trim #define BMT 1 #define DF_Z 0.150 #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.1345, 0.448, 0.128, 0.0375) //Pos A = XY Light & B = ZW Other #define DN_Y float4( 0.118 , 0.784, 0.435, 0.262) //Pos C = XY Light & 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( 0.264, 1.0 , 0.0, 0.0 ) //Size = Menu [ABC] D E F #define DJ_Y float4( 22, 11.0, 22, 1000); //Menu Detection Type for A, B, & C. The Last Value is ??? #define DJ_Z float4( 30., 1000., 1000.,0.0); //Set Match Tresh #define MMD 3 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.400 , 0.620 , 0.808 , 0.335 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.960 , 0.047 , 0.656 , 0.205 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.027 , 0.873 , 0.507 , 0.924 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 13.0 , 26.0 , 28.0 , 30.0 ) //Tresh Hold for Color A & B and Color // #define DP_X float4( 0.091 , 0.070 , 0.069 , 0.540 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.410 , 0.140 , 0.5 , 0.2215) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.1065, 0.285 , 0.507 , 0.924 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 17.0 , 30.0 , 30.0 , 30.0 ) //Tresh Hold for Color A1 & A3 and Color // #define DQ_X float4( 0.500 , 0.354 , 0.500 , 0.655) //Pos E1 = XY Color & E2 = ZW Black #define DQ_Y float4( 0.500 , 0.936 , 0.0 , 0.0) //Pos E3 = XY Color & F1 = ZW Color #define DQ_Z float4( 0.0 , 0.0 , 0.0 , 0.0) //Pos F2 = XY Black & F3 = ZW Color #define DQ_W float4( 28.0 , 30.0 , 1000.0 , 1000.0 ) //Tresh Hold for Color E & F and Color //#define AFD 2 #define SMS 2 //SM Toggle Separation #define DL_X 1.0 //SM Tune #define DL_W 0.025 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 1 //De-Artifact #define FOV 1 #define PEW 1 #elif (App == 0x22B98797 ) //The Cult of Lamb #define DA_W 1 #define DB_X 1 #define DA_X 0.050 #define DF_Y 0.015 #define DA_Y 625.0 #define DA_Z -0.25 #define DB_Z 0.1666 //#define DE_X 2 //#define DE_Y 0.500 //#define DE_Z 0.4375 //#define DG_W 0.250 //Pop //#define OIF 0.225 //Fix enables if Value is > 0.0 //#define DI_W 1.0 //Adjustment for REF //#define DG_Z 0.100 //Min //#define DI_Z 0.050 //Trim #define BMT 1 #define DF_Z 0.050 #define MMD 1 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.1245, 0.800 , 0.125 , 0.241 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.964 , 0.752 , 0.220 , 0.165 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.090 , 0.471 , 0.085 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 30.0 , 30.0 , 27.0, 28.0 ) //Tresh Hold for Color A & B and Color #define SMS 2 //SM Toggle Separation #define DL_X 0.75 //SM Tune #define DL_W 0.05 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 1 //De-Artifact 0.1245 #define PEW 1 #elif (App == 0xC1D068CF ) //Chernobylite #define DA_W 1 //#define DB_X 1 #define DA_X 0.050 #define DF_Y 0.0125 #define DA_Y 170.0 //#define DA_Z -0.25 #define DB_Z 0.100 #define DE_X 6//4 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W 0.250 //Pop //#define OIF 0.225 //Fix enables if Value is > 0.0, //#define DI_W 1.0 //Adjustment for REF #define DG_Z 0.025 //Min #define DI_Z 0.150 //Trim #define BMT 1 #define DF_Z 0.100 #define WSM 2 #define DB_W 10 #define DF_X float2(0.3,0.0) #define DJ_W 0.150 #define FPS 0 #define DK_X 2 #define DK_Y 0 #define DK_Z 4 #define DK_W 2 #define SMS 1 //SM Toggle Separation #define DL_X 0.90 //SM Tune #define DL_W 0.05 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 4 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 1 //De-Artifact 0.1245 #define DJ_X 0.25 //Range Smoothing #define PEW 1 #elif (App == 0x3C4B9E1A ) //Hot Wheels Unleashed #define DA_W 1 //#define DB_X 1 #define DA_X 0.0375 #define DF_Y 0.0 #define DA_Y 126.25 //#define DA_Z -0.25 #define DB_Z 0.100 #define DE_X 1//4 #define DE_Y 0.750 #define DE_Z 0.375 //#define DG_W 0.250 //Pop //#define OIF 0.225 //Fix enables if Value is > 0.0 //#define DI_W 1.0 //Adjustment for REF //#define DG_Z 0.025 //Min //#define DI_Z 0.150 //Trim #define BMT 1 #define DF_Z 0.1125 // #define WSM 2 // #define DB_W 10 // #define DF_X float2( 0.3, 0.0) // #define DJ_W 0.150 // #define FPS 0 // #define DK_X 2 // #define DK_Y 0 // #define DK_Z 4 // #define DK_W 2 #define SMS 0 //SM Toggle Separation #define DL_X 0.90 //SM Tune #define DL_W 0.00 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 1 //De-Artifact 0.1245 #define MMD 1 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.184 , 0.616 , 1.000 , 1.000 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.9525, 0.881 , 0.184 , 0.616 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 1.000 , 0.877 , 0.9525, 0.881 ) //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 PEW 1 #define DSW 1 #elif (App == 0x2EA57CA ) //KHOLAT #define DA_W 1 //#define DB_X 1 #define DA_X 0.175 #define DF_Y 0.0 #define DA_Y 10.00 #define DA_Z -0.10 #define DB_Z 0.150 #define DE_X 4 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W 0.250 //Pop #define OIF 0.225 //Fix enables if Value is > 0.0 #define DI_W 1.5 //Adjustment for REF //#define DG_Z 0.025 //Min //#define DI_Z 0.150 //Trim #define BMT 1 #define DF_Z 0.110 #define WSM 2 #define DB_W 27 // #define DF_X float2(0.3,0.0) // #define DJ_W 0.150 // #define FPS 0 // #define DK_X 2 // #define DK_Y 0 // #define DK_Z 4 // #define DK_W 2 #define SMS 0 //SM Toggle Separation #define DL_X 1.00 //SM Tune #define DL_W 0.00 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 1 //De-Artifact 0.1245 #elif (App == 0x245071FD ) //Fasion Police Squad #define DA_W 1 #define DB_X 1 #define DA_X 0.0375 #define DF_Y 0.0375 #define DA_Y 22.25 #define DA_Z -0.0375 #define DB_Z 0.0375 #define DE_X 3 #define DE_Y 0.400 #define DE_Z 0.375 #define BMT 1 #define DF_Z 0.04375 #define NCW 1 #define DSW 1 #elif (App == 0x595C738E ) //Layers of Fear 2 #define DA_W 1 //#define DB_X 1 #define DA_X 0.035 #define DF_Y 0.045 #define DA_Y 25.0 //#define DA_Z -0.025 #define DB_Z 0.030 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W -0.250 //Pop #define OIF 0.150 //Fix enables if Value is > 0.0 #define DI_W 1.5 //Adjustment for REF #define DG_Z 0.025 //Min #define DI_Z 0.050 //Trim #define BMT 1 #define DF_Z 0.025 #define SMS 2 //SM Toggle Separation #define DL_X 0.850 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 0 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 1 //De-Artifact 0.1245 #define AFD 0 #define PEW 1 #elif (App == 0x8B76620B || App == 0xBA505034 ) //Saints Row: Gat out of Hell | Saints Row The Third //#define DA_W 0 //#define DB_X 0 #define DA_X 0.025 #define DF_Y 0.025 #define DA_Y 52.5 //#define DA_Z -0.025 #define DB_Z 0.1 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W -0.250 //Pop #define OIF 0.225 //Fix enables if Value is > 0.0 #define DI_W 1.5 //Adjustment for REF #define DG_Z 0.025 //Min #define DI_Z 0.050 //Trim #define BMT 1 #define DF_Z 0.125 #define SMS 3 //SM Toggle Separation #define DL_X 0.875 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 #define PEW 1 #elif (App == 0xD7199355 ) //Scathe #define DA_W 1 //#define DB_X 0 #define DA_X 0.025 #define DF_Y 0.015 #define DA_Y 250.0 #define DA_Z -0.025 #define DB_Z 0.035 #define DE_X 4 #define DE_Y 0.500 #define DE_Z 0.400 #define DG_W -0.05 //Pop #define OIF 0.225 //Fix enables if Value is > 0.0 #define DI_W 1.25 //Adjustment for REF //#define DG_Z 0.025 //Min //#define DI_Z 0.050 //Trim #define BMT 1 #define DF_Z 0.05 //0.025 #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 #define MMD 2 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.100 , 0.150 , 0.055 , 0.375 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.745 , 0.681 , 0.143 , 0.367 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.975 , 0.975 , 0.1375, 0.807 ) //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( 0.075 , 0.150 , 0.235 , 0.840) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.350 , 0.241 , 0.736 , 0.575) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.060 , 0.380 , 0.286 , 0.195) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 30.0 , 30.0 , 30.0 , 14.0) //Tresh Hold for Color A1 & A3 and Color #define WSM 4 #define DB_W 2 #define PEW 1 #define DSW 1 #elif (App == 0x6A327F2C ) //Snake Pass #define DA_W 1 //#define DB_X 0 #define DA_X 0.025 #define DF_Y 0.010 #define DA_Y 250.0 #define DA_Z -0.0125 #define DB_Z 0.050 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W -0.250 //Pop #define OIF 0.125 //Fix enables if Value is > 0.0 #define DI_W 2.0 //Adjustment for REF #define DG_Z 0.035 //Min #define DI_Z 0.050 //Trim #define BMT 1 #define DF_Z 0.100 #define SMS 1 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 #define PEW 1 #elif (App == 0x533A4888 ) //MotherGunShip #define DA_W 1 //#define DB_X 0 #define DA_X 0.0375 #define DF_Y 0.0375 #define DA_Y 32.5 //#define DA_Z -0.025 //#define DB_Z 0.1 //#define DE_X 4 //#define DE_Y 0.500 //#define DE_Z 0.400 //#define DG_W -0.250 //Pop //#define OIF 0.225 //Fix enables if Value is > 0.0 //#define DI_W 2.0 //Adjustment for REF #define DG_Z 0.150 //Min #define DI_Z 0.150 //Trim #define BMT 1 #define DF_Z 0.05 #define SMS 1 //SM Toggle Separation #define DL_X 0.875 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 #define MMD 1 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.666 , 0.010 , 0.800 , 0.825 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.720 , 0.875 , 0.666 , 0.010 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.800 , 0.825 , 0.720 , 0.875 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 28.0 , 29.0 , 27.0, 29.0 ) //Tresh Hold for Color A & B and Color #define PEW 1 #elif (App == 0xE4A6218 ) //Everyone Gone to Rapture //#define DA_W 0 //#define DB_X 0 #define DA_X 0.025 #define DF_Y 0.025 #define DA_Y 15.0 //#define DA_Z -0.025 #define DB_Z 0.050 #define DE_X 3 #define DE_Y 0.750 #define DE_Z 0.375 //#define DG_W -0.10 //Pop //#define OIF 0.250 //Fix enables if Value is > 0.0 //#define DI_W 0.75 //Adjustment for REF #define DG_Z 0.045 //Min #define DI_Z 0.035 //Trim #define BMT 1 #define DF_Z 0.100 #define SMS 1 //SM Toggle Separation #define DL_X 0.925 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.295 , 0.270 , 0.513 , 0.302 ) //Pos A = XY White & B = ZW White #define DN_Y float4( 0.595 , 0.115 , 0.000 , 0.000 ) //Pos C = XY Light & D = ZW Match #define DN_Z float4( 0.000 , 0.000 , 0.000 , 0.000 ) //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( 16.0, 6.0, 4.0, 1000.0); //Menu Detection Type for A, B, & C. The Last Value is a Shift amount for C. #define DJ_Z float4( 1000., 1000., 1000., 0.0 ); //Set Match Tresh #define MMD 2 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.500 , 0.500 , 0.655 , 0.460 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.272 , 0.6655, 0.500 , 0.500 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.700 , 0.460 , 0.272 , 0.6655 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 27.00 , 16.00 , 27.00 , 16.00 ) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.401 , 0.200 , 0.790 , 0.465 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.600 , 0.470 , 0.500 , 0.010 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.990 , 0.670 , 0.440 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 27.00 , 29.0, 0.0, 26.0) //Tresh Hold for Color A1 & A3 and Color #define PEW 1 #elif (App == 0x4DE39E70 ) //Industria #define DA_W 1 //#define DB_X 0 #define DA_X 0.025 #define DF_Y 0.010 #define DA_Y 48.75 //#define DA_Z -0.025 #define DB_Z 0.025 #define DE_X 4 #define DE_Y 0.375 #define DE_Z 0.375 //#define DG_W -0.100 //Pop //#define OIF 0.225 //Fix enables if Value is > 0.0 //#define DI_W 2.0 //Adjustment for REF //#define DG_Z 0.025 //Min //#define DI_Z 0.050 //Trim #define BMT 1 #define DF_Z 0.0375 #define SMS 1 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.195, 0.195, 0.956, 0.8945) //Pos A = XY White & B = ZW White #define DN_Y float4( 0.485, 0.890, 0.0, 0.0) //Pos C = XY Light & 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( 26, 26.0, 26.0, 13.0); //Menu Detection Type for A, B, & C. The Last Value is ??? #define DJ_Z float4( 1000., 1000., 1000., 0.0 ); //Set Match Tresh #define WSM 2 #define DB_W 26 #define FPS 2 #define DK_X 2 #define DK_Y 0 #define DK_Z 1 #define DK_W 2 #define PEW 1 #elif (App == 0xD1B82FBF ) //Descenders #define DA_W 1 #define DB_X 1 #define DA_X 0.025 #define DF_Y 0.010 #define DA_Y 37.5 //#define DA_Z -0.025 #define DB_Z 0.100 #define DE_X 3 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W -0.100 //Pop //#define OIF 0.225 //Fix enables if Value is > 0.0 //#define DI_W 2.0 //Adjustment for REF //#define DG_Z 0.025 //Min //#define DI_Z 0.050 //Trim #define BMT 1 #define DF_Z 0.100 #define SMS 1 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.123, 0.086, 0.0333, 0.893 ) //Pos A = XY White & B = ZW White #define DN_Y float4( 0.479, 0.120, 0.0, 0.0) //Pos C = XY Light & 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, 10.0, 30.0, 1000.0); //Menu Detection Type for A, B, & C. The Last Value is ??? #define DJ_Z float4( 1000., 1000., 1000., 0.0 ); //Set Match Tresh #define MMD 3 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.519 , 0.340 , 0.500 , 0.010 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.520 , 0.880 , 0.452 , 0.378 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.010 , 0.520 , 0.880 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 26.0 , 7.00 , 28.0, 5.0 ) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.320 , 0.526 , 0.255 , 0.490) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.490 , 0.666 , 0.380 , 0.400) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.064 , 0.774 , 0.5689 , 0.400) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 30.0 , 19.0 , 24.0 , 24.0 ) //Tresh Hold for Color A1 & A3 and Color #define DQ_X float4( 0.356 , 0.632 , 1.0 , 1.0) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.500 , 0.829 , 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( 30.0 , 30.0 , 1000.0 , 1000.0) //Tresh Hold for Color A1 & A3 and Color #define WSM 2 #define DB_W 26 #define FPS 2 #define DK_X 2 #define DK_Y 0 #define DK_Z 1 #define DK_W 2 #define PEW 1 #elif (App == 0xCC08DA8C ) //The Vanishing of Ethan Carter Redux #define DA_W 1 //#define DB_X 1 #define DA_X 0.125 //0.135 #define DF_Y 0.005 #define DA_Y 10.0//11.25 //#define DA_Z -0.025 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.400 #define DE_Z 0.375 #define DG_W 0.125 //Pop #define OIF 0.125 //Fix enables if Value is > 0.0 #define DI_W 2.0 //Adjustment for REF //#define DG_Z 0.001 //Min //#define DI_Z 0.045 //Trim #define BMT 1 #define DF_Z 0.0325 #define SMS 2 //SM Toggle Separation #define DL_X 0.5625 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 2 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 #define PEW 1 #elif (App == 0xCF5B15B ) //The Vanishing of Ethan Carter //#define DA_W 1 //#define DB_X 1 #define DA_X 0.125 #define DF_Y 0.010 #define DA_Y 10.0//11.25 //#define DA_Z -0.025 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.400 #define DE_Z 0.375 #define DG_W 0.125 //Pop #define OIF 0.125 //Fix enables if Value is > 0.0 #define DI_W 2.0 //Adjustment for REF //#define DG_Z 0.001 //Min //#define DI_Z 0.045 //Trim #define BMT 1 #define DF_Z 0.030 #define SMS 1 //SM Toggle Separation #define DL_X 0.725 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 2 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 #define PEW 1 #define DAA 1 #define DSW 1 #elif (App == 0x7780FC1C ) //Metal Hellsinger #define DA_W 1 #define DB_X 1 #define DA_X 0.050 #define DF_Y 0.0125 #define DA_Y 150 //200.0 //#define DA_Z -0.025 #define DB_Z 0.100 #define DE_X 2 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W 0.75 //Pop //#define OIF 0.25 //Fix enables if Value is > 0.0 //#define DI_W 1.0 //Adjustment for REF #define DG_Z 0.1400 //0.1325 //Min #define DI_Z 0.1425 //0.160 //0.170 //Trim #define BMT 1 #define DF_Z 0.125 #define SMS 3 //SM Toggle Separation #define DL_X 0.725 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 2 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 #define WSM 2 //#define DB_W 25 //#define DF_X 0.25 //#define DJ_W 0.150 #define PEW 1 #define DAA 1 #elif (App == 0x5F1E44D || App == 0x2784E9D ) //SniperElite 5 #define DA_W 1 #define DA_X 0.05 //0.075 #define DF_Y 0.0375 #define DA_Y 25.0 //30.0 //20.0 #define DE_X 1 #define DE_Y 0.450 #define DE_Z 0.450 #define OIF 0.125 //Fix enables if Value is > 0.0 #define DI_W 1.0 //Adjustment for REF #define BMT 1 #define DF_Z 0.025 #define DG_Z 0.03//Min #define DI_Z 0.06 //Trim #define SMS 3 //SM Toggle Separation #define DL_X 0.725 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DL_Y 0.25 //De-Artifact #define PEW 1 #elif (App == 0x607F1CE3 ) //Prodeus #define DA_W 1 #define DB_X 1 #define DA_X 0.050 #define DF_Y 0.0375 #define DA_Y 22.5 #define DA_Z -0.05 #define DB_Z 0.050 #define DE_X 4 #define DE_Y 0.500 #define DE_Z 0.400 //#define DG_W 0.75 //Pop //#define OIF 0.25 //Fix enables if Value is > 0.0 //#define DI_W 1.0 //Adjustment for REF //#define DG_Z 0.1400 //Min //#define DI_Z 0.1425 //Trim #define BMT 1 #define DF_Z 0.125 //#define SMS 1 //SM Toggle Separation //#define DL_X 0.725 //SM Tune //#define DL_W 0.050 //SM Perspective //#define DM_X 3 //HQ Tune //#define DM_Z 2 //HQ Smooth //#define DM_Y 3 //HQ VRS #define DL_Y 0.5 //De-Artifact 0.1245 #define WSM 2 #define DB_W 18 #define RHW 1 #define PEW 1 #define DSW 1 #elif (App == 0x22D233C3 ) //Going Under #define DA_W 1 #define DB_X 1 #define DA_X 0.025 #define DF_Y 0.025 #define DA_Y 35.0 //45.0 #define DA_Z -0.001 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.600 #define DE_Z 0.400 ////#define DG_W 0.200 //Pop #define OIF 0.225 //Fix enables if Value is > 0.0 #define DI_W 0.75 //Adjustment for REF //#define DG_Z 0.1400 //Min //#define DI_Z 0.1425 //Trim #define BMT 1 #define DF_Z 0.05 #define SMS 1 //SM Toggle Separation #define DL_X 0.900 //SM Tune ////#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 /////* #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.400 , 0.275, 0.600 , 0.722) //Pos A = XY White & B = ZW White #define DN_Y float4( 0.4822, 0.312, 0.0, 0.0) //Pos C = XY Light & 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, 30.0, 6.0, 5.0); //Menu Detection Type for A, B, & C. The Last Value is a Shift amount for C. #define DJ_Z float4( 1000., 1000., 1000., 0.0 ); //Set Match Tresh //*/ #define MMD 1 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.400 , 0.275 , 0.544 , 0.6799 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.600 , 0.722 , 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 HMT 1 #define HMC 0.505 #define PEW 1 #elif (App == 0xB1DA26D3 ) //Sea of Thieves #define DA_W 1 //#define DB_X 1 #define DA_X 0.015 #define DF_Y 0.0375 #define DA_Y 112.5 //#define DA_Z -0.001 #define DB_Z 0.0125 #define DE_X 2 #define DE_Y 0.725 #define DE_Z 0.375 #define DG_W 0.175 //Pop //#define OIF 0.3 //0.35 //Fix enables if Value is > 0.0 //#define DI_W 1.0 //Adjustment for REF #define DG_Z 0.075 //Min #define DI_Z 0.050 //Trim #define DE_W 0.275 //Auto #define BMT 1 #define DF_Z 0.05 #define SMS 2 //SM Toggle Separation #define DL_X 0.950 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 #define MMD 3 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.064 , 0.155 , 0.035 , 0.065 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.625 , 0.156 , 0.064 , 0.155 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.035 , 0.065 , 0.625 , 0.156 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 30.0 , 29.0 , 30.0, 30.0 ) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.0225, 0.055 , 0.037 , 0.055) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.681 , 0.054 , 0.0225 , 0.055) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.037 , 0.055 , 0.681 , 0.054) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 30.0 , 29.0 , 30.0 , 30.0) //Tresh Hold for Color A1 & A3 and Color #define DQ_X float4( 0.055 , 0.055 , 0.037 , 0.055) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.0645, 0.955 , 0.055 , 0.055 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.037 , 0.055 , 0.060 , 0.955) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 26.0 , 30.0 , 26.0 , 30.0) //Tresh Hold for Color A1 & A3 and Color #define PEW 1 #elif (App == 0x2F1ABF4A ) //Detroit Become Human #define DA_W 1 #define DB_X 1 #define DA_X 0.030 #define DF_Y 0.035 #define DA_Y 52.5 //55.0 //60.0//50.0 //#define DA_Z -0.001 #define DB_Z 0.03 #define DE_X 1 #define DE_Y 0.5 #define DE_Z 0.4 #define DG_W -0.1 //Pop #define OIF 0.200 //0.35 //Fix enables if Value is > 0.0 #define DI_W 1.25 //Adjustment for REF #define BMT 1 #define DF_Z 0.075 #define SMS 2 //SM Toggle Separation #define DL_X 0.800 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.25 //De-Artifact #define PEW 1 #define RHW 1 #elif (App == 0x64ED1C8A ) //Visage #define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.050 #define DA_Y 26.5 //27.0 #define DA_Z 0.001 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 ////#define DG_W 0.200 //Pop //#define OIF 0.225 //Fix enables if Value is > 0.0 //#define DI_W 0.75 //Adjustment for REF #define DG_Z 0//0.05 //Min #define DE_W 0.275 //Auto #define DI_Z 0.05 //Trim #define BMT 1 #define DF_Z 0.025 #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune ////#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 #define MMD 1 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.415 , 0.882 , 0.250 , 0.882 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.55 , 0.882 , 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 PEW 1 #define RHW 1 #elif (App == 0x578862 ) //Condemned Criminal Origins //#define DA_W 1 //#define DB_X 1 #define DA_X 0.03 #define DF_Y 0.0125 #define DA_Y 200.0 //162.5 //#define DA_Z -0.00015 #define DB_Z 0.050 #define DE_X 7 #define DE_Y 0.500 #define DE_Z 0.375 ////#define DG_W 0.200 //Pop #define OIF 0.15 //Fix enables if Value is > 0.0 #define DI_W 1.5 //Adjustment for REF // #define DG_Z 0//0.05 //Min //#define DE_W 0.275 //Auto //#define DI_Z 0.05 //Trim #define BMT 1 #define DF_Z 0.05 #define WSM 5 #define DB_W 23 #define DSW 1 #define RHW 1 #define FOV 1 #define PEW 1 #define NFM 1 #elif (App == 0x7EF1B86E ) //Marvel's Avengers #define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.0025 #define DA_Y 150.00 //27.0 #define DA_Z 0.000125 //#define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W -0.100 //NegPop #define OIF 0.300 //Fix enables if Value is > 0.0 #define DI_W 1.00 //Adjustment for REF //#define DG_Z 0 //Min //#define DE_W 0.275 //Auto //#define DI_Z 0.05 //Trim #define BMT 1 #define DF_Z 0.15 //#define SMS 3 //SM Toggle Separation //#define DL_X 0.950 //SM Tune ////#define DL_W 0.050 //SM Perspective //#define DM_X 3 //HQ Tune //#define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 #define PEW 1 #elif (App == 0xDF6C99A6 ) //TrackMania 2020 #define DA_W 1 //#define DB_X 1 #define DA_X 0.0255 //#define DF_Y 0.0025 #define DA_Y 250.00 //27.0 //#define DA_Z 0.000125 //#define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W -0.100 //NegPop #define OIF 0.0625 //Fix enables if Value is > 0.0 #define DI_W 10.00 //Adjustment for REF #define FTM 1 //#define DG_Z 0 //Min //#define DE_W 0.275 //Auto //#define DI_Z 0.05 //Trim #define BMT 1 #define DF_Z 0.11875 //#define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 #define NDW 1 #elif (App == 0xC6A81FC5 ) //Dead Space 2008 //#define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.015 #define DA_Y 45.0 //#define DA_Z -0.0005 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.450 #define DE_Z 0.375 #define DG_W -0.100 //Pop #define OIF 0.175 //Fix enables if Value is > 0.0 #define DI_W 2.0 //Adjustment for REF // #define DG_Z 0//0.05 //Min //#define DE_W 0.275 //Auto //#define DI_Z 0.05 //Trim #define BMT 1 #define DF_Z 0.075 #define DSW 1 #define RHW 1 #define FOV 1 #define PEW 1 #define NVK 1 #elif ( App == 0x620316A3 ) //Dead Space 2 //#define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.0125 #define DA_Y 45.0 //#define DA_Z -0.0005 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.450 #define DE_Z 0.375 //#define DG_W -0.100 //Pop #define OIF 0.175 //Fix enables if Value is > 0.0 #define DI_W 2.0 //Adjustment for REF // #define DG_Z 0//0.05 //Min //#define DE_W 0.275 //Auto //#define DI_Z 0.05 //Trim #define BMT 1 #define DF_Z 0.075 #define DSW 1 #define RHW 1 #define FOV 1 #define PEW 1 #define NVK 1 #define NDW 1 #elif ( App == 0x61031510 ) //Dead Space 3 //#define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.005 #define DA_Y 45.0 #define DA_Z 0.001 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.450 #define DE_Z 0.375 //#define DG_W 0.100 //Pop #define OIF 0.175 //Fix enables if Value is > 0.0 #define DI_W 1.00 //Adjustment for REF // #define DG_Z 0//0.05 //Min //#define DE_W 0.275 //Auto //#define DI_Z 0.05 //Trim #define BMT 1 #define DF_Z 0.05 #define DSW 1 #define RHW 1 #define FOV 1 #define PEW 1 #define NVK 1 #define NDW 1 #elif (App == 0xA0762A98 ) //Assassin's Creed Unity #define DA_W 1 //#define DB_X 1 #define DA_X 0.04375 //#define DF_Y 0.0025 #define DA_Y 25.00 #define DA_Z 0.00025 //#define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W -0.100 //NegPop #define OIF 0.125 //Fix enables if Value is > 0.0 #define DI_W 2.00 //Adjustment for REF //#define FTM 1 //#define DG_Z 0 //Min //#define DE_W 0.275 //Auto //#define DI_Z 0.05 //Trim #define BMT 1 #define DF_Z 0.15 //#define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 #define NDW 1 #define PEW 1 #elif (App == 0xB82BC012 ) //Splinter Cell Blacklist //#define DA_W 1 //#define DB_X 1 #define DA_X 0.025 //#define DF_Y 0.0025 #define DA_Y 125.00 //#define DA_Z 0.00025 //#define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W -0.100 //NegPop #define OIF 0.125 //Fix enables if Value is > 0.0 #define DI_W 1.50 //Adjustment for REF //#define FTM 1 //#define DG_Z 0 //Min //#define DE_W 0.275 //Auto //#define DI_Z 0.05 //Trim #define BMT 1 #define DF_Z 0.0375 //#define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 1 //HQ Tune #define DM_Z 0 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 #define NDW 1 #define PEW 1 #elif (App == 0xC174C775 || App == 0x770EDAC8 || App == 0x8B88341D || App == 0x86882C3E || App == 0x8585EC14 || App == 0x8285E75B || App == 0xF78D5B4F || App == 0x6C4A332E || App == 0x9D49A4D6 || App == 0x31447DA4 || App == 0x93D2EEC8 ) //Jedi Knight Remastered: Star Wars Jedi Knight: Dark Forces II | //#define DA_W 1 //#define DB_X 1 #define DA_X 0.020 //0.0150 #define DF_Y 0.005 #define DA_Y 27.5//30.5 #define DA_Z -1.0 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.850 #define DE_Z 0.375 //#define DG_W 2.0 //PoP //#define OIF 0.250 //Fix enables if Value is > 0.0 //#define DI_W 2.5 //#define FTM 1 #define DG_Z 0.030//0.050//0.050//Min //#define DE_W 0.25 //Auto #define DI_Z 0.030//0.055//0.075//Trim #define DF_W float4(0.250,0.008,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.050 #define FOV 1 #define DSW 1 #define RHW 1 #define NFM 1 #elif (App == 0xA07634CA ) //Assassin's Creed Syndicate #define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.000 #define DA_Y 50.0 //225.00 //#define DA_Z 0.0001 #define DB_Z 0.100 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.400 #define DG_W -0.125 //Neg PoP #define OIF 0.450 //Fix enables if Value is > 0.0 #define DI_W 0.375 //#define FTM 1 //#define DG_Z 0.045//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.055//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.125 //#define SMS 3 //SM Toggle Separation #define DL_X 0.850 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.500 //De-Artifact 0.1245 #define PEW 1 #elif (App == 0x6367B705 ) //Transference #define DA_W 1 #define DB_X 1 #define DA_X 0.026 #define DF_Y 0.013 #define DA_Y 255.5 //275.0 #define DA_Z 0.000125 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.750//0.850 #define DE_Z 0.375 //#define DG_W -0.125 //Neg PoP //#define OIF 0.600 //Fix enables if Value is > 0.0 //#define DI_W 1.00 //#define FTM 1 //#define DG_Z 0.045//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.055//0.050//0.090 //Trim #define DF_W float4(0.001,0.006,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.025 #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 1.000 //De-Artifact 0.1245 #define PEW 1 #define FOV 1 #elif (App == 0x5A1F3C90 ) //STEEP #define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.000 #define DA_Y 350.0 //#define DA_Z 0.000 #define DB_Z 0.100 #define DE_X 1 #define DE_Y 0.500//0.850 #define DE_Z 0.375 #define DG_W -0.125 //Neg PoP #define OIF 0.250 //Fix enables if Value is > 0.0 #define DI_W 1.00 //#define FTM 1 //#define DG_Z 0.045//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.055//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.125 //#define SMS 3 //SM Toggle Separation #define DL_X 0.850 //SM Tune //#define DL_W 0.100 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 5 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 1.000 //De-Artifact 0.1245 #define PEW 1 #define FOV 1 #define NCW 1 #elif (App == 0x19A45039 ) //Far Cry 3 //#define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.000 #define DA_Y 21.0 //#define DA_Z 0.000 #define DB_Z 0.100 #define DE_X 1 #define DE_Y 0.550//0.850 #define DE_Z 0.375 #define DG_W 0.5 //Neg PoP //#define OIF 0.250 //Fix enables if Value is > 0.0 //#define DI_W 1.00 //#define FTM 1 #define DG_Z 0.00125//0.050//0.075 //Min //#define DE_W 0.75 //Auto #define DI_Z 0.125//0.050//0.090 //Trim #define DF_W float4(0.005,0.0075,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.125 //#define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.100 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 2 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 1.000 //De-Artifact //#define DL_Z 0.250 //Compat Power #define FPS 0 #define DK_X 2 #define DK_Y 0 #define DK_Z 0 #define DK_W 4 #define DSW 1 #define PEW 1 #define FOV 1 #elif (App == 0xC150B652 ) //Far Cry 4 #define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.000 #define DA_Y 21.0 //#define DA_Z 0.000 #define DB_Z 0.100 #define DE_X 1 #define DE_Y 0.550//0.850 #define DE_Z 0.375 #define DG_W 0.5 //Neg PoP //#define OIF 0.250 //Fix enables if Value is > 0.0 //#define DI_W 1.00 //#define FTM 1 #define DG_Z 0.00125//0.050//0.075 //Min //#define DE_W 0.75 //Auto #define DI_Z 0.125//0.050//0.090 //Trim #define DF_W float4(0.005,0.0075,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.125 //#define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.100 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 1.000 //De-Artifact //#define DL_Z 0.250 //Compat Power #define FPS 0 #define DK_X 2 #define DK_Y 0 #define DK_Z 0 #define DK_W 4 #define DSW 1 #define PEW 1 #define FOV 1 #elif (App == 0xC150B805 ) //Far Cry 5 #define DA_W 1 //#define DB_X 1 #define DA_X 0.025 //#define DF_Y 0.001 #define DA_Y 27.5 #define DA_Z 0.001 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.550//0.850 #define DE_Z 0.400 #define DG_W 0.5 //Neg PoP //#define OIF 0.250 //Fix enables if Value is > 0.0 //#define DI_W 1.00 //#define FTM 1 #define DG_Z 0.00125//0.050//0.075 //Min //#define DE_W 0.75 //Auto #define DI_Z 0.125//0.050//0.090 //Trim #define DF_W float4(0.005,0.00875,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.125 #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 4 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 1.000 //De-Artifact //#define DL_Z 0.250 //Compat Power #define FPS 0 #define DK_X 2 #define DK_Y 0 #define DK_Z 3 #define DK_W 4 #define DAA 1 #define DSW 1 #define PEW 1 #define FOV 1 #elif (App == 0x2EB82B07 ) //Farcry Primal #define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.000 #define DA_Y 21.5 //#define DA_Z 0.000 #define DB_Z 0.05 #define DE_X 1 #define DE_Y 0.550//0.850 #define DE_Z 0.375 #define DG_W 0.5 //Neg PoP //#define OIF 0.250 //Fix enables if Value is > 0.0 //#define DI_W 1.00 //#define FTM 1 #define DG_Z 0.00125//0.050//0.075 //Min //#define DE_W 0.75 //Auto #define DI_Z 0.125//0.050//0.090 //Trim #define DF_W float4(0.005,0.0075,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.125 //#define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.100 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 1.000 //De-Artifact //#define DL_Z 0.125 //Compat Power #define FPS 0 #define DK_X 2 #define DK_Y 0 #define DK_Z 4 #define DK_W 4 #define DSW 1 #define PEW 1 #define FOV 1 #elif (App == 0x2E724DCE ) //Far Cry New Dawn #define DA_W 1 //#define DB_X 1 #define DA_X 0.025 //#define DF_Y 0.001 #define DA_Y 27.5 #define DA_Z 0.001 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.550//0.850 #define DE_Z 0.400 #define DG_W 0.5 //Neg PoP //#define OIF 0.250 //Fix enables if Value is > 0.0 //#define DI_W 1.00 //#define FTM 1 #define DG_Z 0.00125//0.050//0.075 //Min //#define DE_W 0.75 //Auto #define DI_Z 0.125//0.050//0.090 //Trim #define DF_W float4(0.005,0.00875,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.125 #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 4 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 1.000 //De-Artifact //#define DL_Z 0.250 //Compat Power #define FPS 0 #define DK_X 2 #define DK_Y 0 #define DK_Z 3 #define DK_W 4 #define DAA 1 #define DSW 1 #define PEW 1 #define FOV 1 #elif (App == 0xDA684D19 ) //Beyond Good & Evil //#define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.0125 #define DA_Y 170.0 //180.0 //#define DA_Z 0.0005 #define DB_Z 0.05 #define DE_X 1 #define DE_Y 0.400 #define DE_Z 0.4375 #define DG_W 0.125//PoP #define OIF 0.125 //Fix enables if Value is > 0.0 #define DI_W 2.50 //#define FTM 1 //#define DG_Z 0.00125//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.125//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.125 #define SMS 3 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 2 //HQ Tune #define DM_Z 2 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 1.0 //De-Artifact //#define DL_Z 0.0 //Compat Power #define DSW 1 #define PEW 1 #define FOV 1 #define NDG 1 //#define LBM 1 //#define DI_X 0.879 #elif (App == 0x7A2AB618 ) //Riders Republic #define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.000 #define DA_Y 100.0 //#define DA_Z 0.0005 //#define DB_Z 0.05 #define DE_X 1 #define DE_Y 0.4375 #define DE_Z 0.3750 //#define DG_W 0.125//PoP #define OIF 0.125 //Fix enables if Value is > 0.0 #define DI_W 2.50 //#define FTM 1 //#define DG_Z 0.00125//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.125//0.050//0.090 //Trim #define DF_W float4(0.001,0.00125,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.050 #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 2 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.250 //De-Artifact //#define DL_Z 0.0 //Compat Power #define DSW 1 #define PEW 1 #elif (App == 0x82E531A5 ) //Watch Dogs Leagon #define DA_W 1 //#define DB_X 1 #define DA_X 0.0125 #define DF_Y 0.0100 #define DA_Y 45.0 //50.0 //37.5 #define DA_Z 0.001 #define DB_Z 0.026 #define DE_X 3 #define DE_Y 0.500 #define DE_Z 0.400 #define DG_W -0.20//PoP #define OIF 0.250 //Fix enables if Value is > 0.0 #define DI_W 1.5 //#define FTM 1 //#define DG_Z 0.00125//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.125//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.0475 #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.250 //De-Artifact //#define DL_Z 0.250 //Compat Power #define MMD 3 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.374 , 0.0888, 0.250 , 0.940 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.587 , 0.0888, 0.500 , 0.1485 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.84 , 0.810 , 0.500 , 0.870 ) //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( 0.0495, 0.057 , 0.500 , 0.057 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.930 , 0.960 , 0.688 , 0.320 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.057 , 0.930 , 0.960 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 23.0 , 30.0 , 30.0 , 30.0 ) //Tresh Hold for Color C & D and Color #define DQ_X float4( 0.1025, 0.058 , 0.500 , 0.057 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.930 , 0.960 , 0.000 , 0.00 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.000 , 0.000 , 0.000 , 0.00 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 29.0 , 30.0 , 1000.0 , 1000.0 ) //Tresh Hold for Color A1 & A3 and Color #define PEW 1 #define FOV 1 #elif (App == 0x6EC76A83 ) //Watch Dogs 2 #define DA_W 1 //#define DB_X 1 #define DA_X 0.025 //#define DF_Y 0.0025 #define DA_Y 32.0 //50.0 //37.5 //#define DA_Z 0.001 #define DB_Z 0.050 #define DE_X 3 #define DE_Y 0.500 #define DE_Z 0.400 #define DG_W -0.20//PoP #define OIF 0.250 //Fix enables if Value is > 0.0 #define DI_W 1.5 //#define FTM 1 //#define DG_Z 0.00125//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.125//0.050//0.090 //Trim #define DF_W float4(0.001,0.00125,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.0375 #define SMS 1 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.0 //De-Artifact //#define DL_Z 0.75 //Compat Power #define MMD 1 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.500 , 0.0165, 0.972 , 0.0165 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.500 , 0.9750, 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( 29.0 , 29.0 , 1000.0, 1000.0 ) //Tresh Hold for Color A & B and Color #define PEW 1 #define FOV 1 #define DAA 1 #elif (App == 0xDF0CD13E ) //Watch Dogs //#define DA_W 1 //#define DB_X 1 #define DA_X 0.025 //#define DF_Y 0.0025 #define DA_Y 25.0 //17.5 //#define DA_Z 0.001 #define DB_Z 0.050 #define DE_X 3 #define DE_Y 0.500 #define DE_Z 0.400 #define DG_W -0.20//PoP #define OIF 0.250 //Fix enables if Value is > 0.0 #define DI_W 1.5 //#define FTM 1 //#define DG_Z 0.00125//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.125//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.030 #define SMS 1 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.75 //De-Artifact //#define DL_Z 0.250 //Compat Power #define MMD 3 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.501 , 0.109 , 0.150 , 0.880 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.220 , 0.907 , 0.501 , 0.109 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.150 , 0.880 , 0.145 , 0.8845 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 30.0 , 29.0 , 30.0, 29.0 ) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.588 , 0.152 , 0.150 , 0.880 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.220 , 0.907 , 0.4955, 0.098 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.150 , 0.880 , 0.143 , 0.8925 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 29.0 , 29.0 , 30.0 , 28.0 ) //Tresh Hold for Color C & D and Color #define DQ_X float4( 0.4955, 0.098 , 0.150 , 0.880 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.125 , 0.908 , 0.473 , 0.088 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.150 , 0.880 , 0.115 , 0.892 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 30.0 , 29.0 , 30.0 , 28.0 ) //Tresh Hold for Color A1 & A3 and Color #define PEW 1 #define FOV 1 #define DAA 1 #elif (App == 0x978D64F6 || App == 0x8C605518) //Vermintide 2 //#define DA_W 1 //#define DB_X 1 #define DA_X 0.025 //#define DF_Y 0.0025 #define DA_Y 13.5 //12.5 //#define DA_Z 0.001 #define DB_Z 0.050 #define DE_X 1 #define DE_Y 0.725 #define DE_Z 0.375 //#define DG_W 0.2//PoP #define OIF 0.375 //Fix enables if Value is > 0.0 #define DI_W 0.375 //#define FTM 1 #define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto #define DI_Z 0.05//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.075 #define PEW 1 #define FOV 1 #define DAA 1 #define NDW 1 #elif (App == 0x7180D9FF ) //Shadow of the Tombraider #define DA_W 1 //#define DB_X 1 #define DA_X 0.035 //#define DF_Y 0.0025 #define DA_Y 37.5 //#define DA_Z 0.001 #define DB_Z 0.100 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W 0.2//PoP //#define OIF 0.375 //Fix enables if Value is > 0.0 //#define DI_W 0.375 //#define FTM 1 //#define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.100 //0.05-0.100 //#define SMS 1 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.500 //De-Artifact //#define DL_Z 0.250 //Compat Power #define PEW 1 #define FOV 1 #define DAA 1 #define NDW 1 #elif (App == 0xEE08F4D7 || App == 0x541182E5 ) //Grow Up | Grow Home //#define DA_W 1 #define DB_X 1 #define DA_X 0.025 //#define DF_Y 0.0025 #define DA_Y 27.5 //#define DA_Z 0.001 #define DB_Z 0.05 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W 0.2//PoP //#define OIF 0.375 //Fix enables if Value is > 0.0 //#define DI_W 0.375 //#define FTM 1 //#define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.100 //#define SMS 1 //SM Toggle Separation #define DL_X 0.9125 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.500 //De-Artifact //#define DL_Z 0.250 //Compat Power #define PEW 1 #define FOV 1 #define DSW 1 #elif (App == 0x9FAEA815 ) //Amnesia Rebirth //#define DA_W 1 //#define DB_X 1 #define DA_X 0.075 //0.100 #define DF_Y 0.0025 #define DA_Y 25.0 //15.0 #define DA_Z 0.0002 #define DB_Z 0.050 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W 0.400 //PoP #define OIF 0.125 //Fix enables if Value is > 0.0 #define DI_W 2.0 //#define FTM 1 #define DG_Z 0.075 //Min #define DE_W 0.375 //Auto #define DI_Z 0.250 //Trim #define BMT 1 #define DF_Z 0.150 //#define SMS 1 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.500 //De-Artifact //#define DL_Z 0.250 //Compat Power #define MMD 4 //Set Multi Menu Detection //Off / On #define MMS 2 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.803 , 0.757 , 0.3216, 0.476 ) //Pos A1 = XY Color & A2 = ZW White #define DO_Y float4( 0.803 , 0.817 , 0.803 , 0.757 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.3216, 0.500 , 0.803 , 0.817 ) //Pos B2 = XY White & 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( 0.803 , 0.757 , 0.3216, 0.555 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.803 , 0.817 , 0.803 , 0.757 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.660, 0.837 , 0.803 , 0.817 ) //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 #define DQ_X float4( 0.803 , 0.757 , 0.3216 , 0.577 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.803 , 0.817 , 0.803 , 0.757 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.3216, 0.574 , 0.803 , 0.817 ) //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( 0.803 , 0.757 , 0.3216, 0.460) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.803 , 0.817 , 0.803 , 0.757 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.3216 , 0.505 , 0.803 , 0.817 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 30.0, 30.0, 30.0, 30.0) //Tresh Hold for Color G & H and Color #define PEW 1 #define FOV 1 #elif (App == 0xAEF361B5 ) //Tell Me Why #define DA_W 1 //#define DB_X 1 #define DA_X 0.0125 //#define DF_Y 0.0025 #define DA_Y 82.5 //#define DA_Z 0.001 #define DB_Z 0.0125 #define DE_X 1 #define DE_Y 0.625 #define DE_Z 0.400 //#define DG_W 0.100//PoP #define OIF 0.375 //Fix enables if Value is > 0.0 #define DI_W 0.75 //#define FTM 1 //#define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim #define DF_W float4(0.001,0.00125,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.100 //#define SMS 1 //SM Toggle Separation #define DL_X 0.89375 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.250 //De-Artifact //#define DL_Z 0.250 //Compat Power #define PEW 1 #elif (App == 0x1061AEB6 ) //Just Cause 4 #define DA_W 1 //#define DB_X 1 #define DA_X 0.100 //#define DF_Y 0.0025 #define DA_Y 120.0 //#define DA_Z 0.001 #define DB_Z 0.100 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W 0.100//PoP #define OIF 0.125 //Fix enables if Value is > 0.0 #define DI_W 1.5 //#define FTM 1 //#define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.100 //#define SMS 1 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -1.0 //De-Artifact //#define DL_Z 0.250 //Compat Power #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 1 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.090 , 0.175 , 0.525 , 0.175 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.779 , 0.9015, 0.080 , 0.137 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.360 , 0.137 , 0.779 , 0.9015) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 29.0, 29.0, 29.0, 29.0) //Tresh Hold for Color A & B and Color #define PEW 1 #elif (App == 0xF14EB8C4 ) //Maid of Sker #define DA_W 1 #define DB_X 1 #define DA_X 0.0875 //#define DF_Y 0.0025 #define DA_Y 62.5 //#define DA_Z 0.001 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.400 //#define DG_W 0.100//PoP #define OIL 3 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float4(0.50,0.25,0.125,0.070) //Fix enables if Value is > 0.0 #define DI_W float4(1.0,2.0,4.0,6.0) //#define FTM 1 #define DG_Z 0.025 //Min #define DE_W 0.500 //Auto #define DI_Z 0.150 //0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.100 //#define SMS 1 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 2 //HQ Tune #define DM_Z 2 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.850 //De-Artifact //#define DL_Z 0.250 //Compat Power #define MMD 3 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.145 , 0.146 , 0.145 , 0.900 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.145 , 0.700 , 0.188 , 0.146 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.750 , 0.750 , 0.4325, 0.925 ) //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( 0.188 , 0.146 , 0.750 , 0.750 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.4256, 0.925 , 0.188 , 0.146 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.750 , 0.750 , 0.4675, 0.925 ) //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 #define DQ_X float4( 0.188 , 0.146 , 0.750 , 0.750 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.4881, 0.925 , 0.101 , 0.146 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.750 , 0.750 , 0.4939, 0.925 ) //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( 0.101 , 0.146 , 0.750 , 0.750 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.485 , 0.925 , 0.101 , 0.146 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.750 , 0.750 , 0.473 , 0.925 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 30.0, 30.0, 30.0, 30.0) //Tresh Hold for Color G & H and Color #define PEW 1 #elif (App == 0x94A862F2 ) //Pumkin Jack #define DA_W 1 //#define DB_X 1 #define DA_X 0.030 //#define DF_Y 0.0025 #define DA_Y 100.0 //#define DA_Z 0.001 #define DB_Z 0.100 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W 0.125//PoP #define OIL 0 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.130 //Fix enables if Value is > 0.0 #define DI_W 2.0 //#define FTM 1 //#define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.100 //#define SMS 1 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 1.0 //De-Artifact //#define DL_Z 0.50 //Compat Power #define DJ_X 0.142 //Range Smoothing #define PEW 1 //#define NDW 1 #elif (App == 0xED560119 ) //DarkSiders Genisis #define DA_W 1 //#define DB_X 1 #define DA_X 0.075 #define DF_Y 0.025 #define DA_Y 155.0 //#define DA_Z 0.001 #define DB_Z 0.100 #define DE_X 3 #define DE_Y 0.500 #define DE_Z 0.375 #define AFD 1 //#define DG_W -0.125//PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.265 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 1.225 //float2(1.5,7.0) //#define FTM 1 #define DG_Z 0.055 //Min //#define DE_W 0.75 //Auto #define DI_Z 0.075 //Trim #define BMT 1 #define DF_Z 0.075 #define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.025 //SM Perspective #define DM_X 5 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.7 //De-Artifact //#define DL_Z 0.50 //Compat Power #define PEW 1 #define NDW 1 #elif (App == 0x1B8B9F54 ) //The Evil Within //#define DA_W 1 //#define DB_X 1 #define DA_X 0.0625 #define DF_Y 0.0625//0.0750 #define DA_Y 75.0 //#define DA_Z -0.000125 #define DB_Z 0.1 #define DE_X 3 #define DE_Y 0.5 //0.375 #define DE_Z 0.375 //#define DG_W 0.1 //Pop #define OIF 0.15 //0.35 //Fix enables if Value is > 0.0 #define DI_W 1.5 //Adjustment for REF #define DG_Z 0.050 //Min #define DI_Z 0.075 //Trim #define BMT 1 #define DF_Z 0.075 #define SMS 2 //SM Toggle Separation #define DL_X 0.900 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.5 //De-Artifact 0.1245 #define MMD 2 //Set Multi Menu Detection //Off / On #define DO_X float4( 0.072 , 0.086 , 0.500 , 0.100 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.968 , 0.928 , 0.072 , 0.086 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.100 , 0.968 , 0.928 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 27.0 , 30.0 , 29.0, 30.0 ) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.0081, 0.113 , 0.500 , 0.100 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.968 , 0.928 , 0.8245, 0.297 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.100 , 0.968 , 0.928 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 23.0 , 30.0 , 30.0, 30.0 ) //Tresh Hold for Color A1 & A3 and Color #define PEW 1 #define RHW 1 #define LBM 1 #define LBR 0 #define DI_X 0.860 #elif (App == 0x7D9B7A37 ) //The Evil Within II //#define DA_W 1 //#define DB_X 1 #define DA_X 0.040 #define DF_Y 0.0025 #define DA_Y 30.0 #define DA_Z 0.00075 #define DB_Z 0.075 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define AFD 1 #define DG_W -0.25//PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.250 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 1.0 //float2(1.5,7.0) //#define FTM 1 //#define DG_Z 0.055 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.075 //Trim #define BMT 1 #define DF_Z 0.050 #define SMS 3 //SM Toggle Separation #define DL_X 0.875 //SM Tune //#define DL_W 0.025 //SM Perspective #define DM_X 5 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.800 //De-Artifact //#define DL_Z 0.100 //Compat Power #define MMD 2 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.7275, 0.175 , 0.900 , 0.100 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.920 , 0.940 , 0.6795, 0.175 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.900 , 0.100 , 0.920 , 0.940 ) //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( 0.1005, 0.075 , 0.900 , 0.100 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.920 , 0.940 , 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( 30.0, 30.0, 1000.0, 1000.0) //Tresh Hold for Color C & D and Color #define PEW 1 #elif (App == 0x9255C26F || App == 0x59939D69 ) //Crash Bandicoot 4 It's About Time #define DA_W 1 //#define DB_X 1 #define DA_X 0.125 #define DF_Y 0.0625 #define DA_Y 32.5 //#define DA_Z -0.050 #define DB_Z 0.100 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define AFD 1 #define DG_W 0.100//PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.275 //Fix enables if Value is > 0.0 #define DI_W 1.250 //#define FTM 1 //#define DG_Z 0.055 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.075 //Trim #define BMT 1 #define DF_Z 0.100 #define SMS 1 //SM Toggle Separation #define DL_X 0.525 //SM Tune //#define DL_W 0.025 //SM Perspective #define DM_X 5 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.800 //De-Artifact //#define DL_Z 0.100 //Compat Power #define MMD 3 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.170 , 0.920 , 0.500 , 0.025 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.320 , 0.920 , 0.126 , 0.929 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.025 , 0.223 , 0.929 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 26.0, 26.0, 26.0, 26.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.170 , 0.920 , 0.500 , 0.025 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.297 , 0.920 , 0.126 , 0.929 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.025 , 0.235 , 0.929 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 26.0, 26.0, 26.0, 26.0) //Tresh Hold for Color C & D and Color #define DQ_X float4( 0.070 , 0.914 , 0.500 , 0.025 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.175 , 0.920 , 0.085 , 0.930 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.500 , 0.025 , 0.123 , 0.910 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 26.0, 26.0, 26.0, 23.0) //Tresh Hold for Color A1 & A3 and Color #define HMC 0.580 #define HMT 1 #define PEW 1 #elif (App == 0x5C0EBBE9 ) //A Plague Tale Innocence #define DA_W 1 //#define DB_X 1 #define DA_X 0.050 #define DF_Y 0.025 #define DA_Y 33.0 //#define DA_Z 0.001 #define DB_Z 0.100 #define DE_X 2 #define DE_Y 0.500 #define DE_Z 0.375 //#define AFD 1 //#define DG_W -0.300 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.500 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 0.0 //float2(1.5,7.0) //#define FTM 1 //#define DG_Z 0.055 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.075 //Trim #define BMT 1 #define DF_Z 0.1125 #define SMS 1 //SM Toggle Separation #define DL_X 0.500 //SM Tune //#define DL_W 0.025 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -1.0 //De-Artifact //#define DL_Z 0.50 //Compat Power //#define WSM 2 //#define DB_W 20 #define PEW 1 #define RHW 1 #define NFM 1 #define DSW 1 #elif (App == 0x3950D04E ) //Skyrim: SE //#define DA_W 1 //#define DB_X 1 #define DA_X 0.0480 #define DF_Y 0.0525 #define DA_Y 13.75 #define DA_Z -0.000375 #define DB_Z 0.100 //0.1125 #define DE_X 6 #define DE_Y 0.375 #define DE_Z 0.4375 //#define AFD 1 //#define DG_W -0.300 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.500 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 0.0 //float2(1.5,7.0) //#define FTM 1 #define DG_Z 0.025 //Min //#define DE_W 0.75 //Auto #define DI_Z 0.025 //Trim #define BMT 1 #define DF_Z 0.075 //0.100//0.130 #define SMS 1 //SM Toggle Separation #define DL_X 0.575 //SM Tune //#define DL_W 0.025 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -1.0 //De-Artifact //#define DL_Z 0.50 //Compat Power //#define WSM 2 //#define DB_W 20 #define PEW 1 #define DB_W 7 #elif (App == 0x7D66C321 ) //Lego Starwars Skywalker Saga #define DA_W 0 #define DA_X 0.0375 #define DF_Y 0.0375 #define DA_Y 12.5 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.400 #define DG_W -.350 //Less Pop //#define DG_Z 0.0875 //Min //#define DI_Z 0.100 //Trim #define BMT 1 #define DF_Z 0.123 //#define AFD 1 //#define DG_W -0.300 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.500 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 0.375 //float2(1.5,7.0) //#define FTM 1 #define SMS 2 //SM Toggle Separation #define DL_X 0.700 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DL_Y -0.5 //De-Artifact #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.307 , 0.167, 0.304, 0.835 ) //Pos A = XY White & B = ZW Dark #define DN_Y float4( 0.7525, 0.125, 0.0 , 0.0 ) //Pos C = XY White & 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 , 28.0 , 30.0, 1000.0); //Menu Detection Type #define DJ_Z float4( 1000. , 1000. , 1000.,0.0); //#define LBR 1 #define BDF 1 //Barrel Distortion Fix k1 k2 k3 and Zoom #define DC_X 0.375 #define DC_Y 0.0 #define DC_Z 0.0 #define DC_W -0.058 #define PEW 1 #elif (App == 0xBCFD90CA ) //FFVII Remake Intergrade #define DA_W 1 #define DA_X 0.090 #define DF_Y 0.050 #define DA_Y 21.5 //15 //#define DA_Z 0.00025 //-1.0 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.400 #define DG_Z 0.002 //Min #define DI_Z 0.200 //Trim //#define AFD 1 #define DG_W -0.250 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.325 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 1.0 //float2(1.5,7.0) //#define FTM 1 #define BMT 1 #define DF_Z 0.1125 //0.1875 #define SMS 3 //SM Toggle Separation #define DL_X 0.550 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 2 //HQ Smooth #define DL_Y -0.5 //De-Artifact #define PEW 1 #define RHW 1 #define DRS 1 #elif (App == 0x24C85A7A ) //Evil West #define DA_W 1 //#define DB_X 1 #define DA_X 0.100 //#define DF_Y 0.0025 #define DA_Y 10.0 //#define DA_Z 0.001 #define DB_Z 0.100 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W -0.150//PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.250 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 1.0 //float2(1.5,7.0) //#define FTM 1 //#define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.100 //#define SMS 1 //SM Toggle Separation #define DL_X 0.825 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.50 //Compat Power #define DJ_X 0.142 //Range Smoothing #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.053 , 0.083 , 0.075 , 0.325 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.930 , 0.927 , 0.053 , 0.083 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.025 , 0.025 , 0.931 , 0.927 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 25.0, 23.0, 25.0, 23.0) //Tresh Hold for Color A & B and Color #define PEW 1 //#define NDW 1 #elif (App == 0xE5BE7432 ) //Dreamscaper #define DA_W 1 //#define DB_X 1 #define DA_X 0.100 //#define DF_Y 0.0025 #define DA_Y 25.0 //#define DA_Z 0.001 #define DB_Z 0.100 #define DE_X 3 #define DE_Y 0.550 #define DE_Z 0.375 #define DG_W -0.125//PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.250 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 0.625 //float2(1.5,7.0) //#define FTM 1 //#define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.050 //#define SMS 1 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.75 //De-Artifact //#define DL_Z 0.50 //Compat Power #define PEW 1 //#define NDW 1 #elif (App == 0xCD52FFF9 ) //The Entropy Center #define DA_W 1 //#define DB_X 1 #define DA_X 0.0325 //#define DF_Y 0.0025 #define DA_Y 75.0 //#define DA_Z 0.001 #define DB_Z 0.0625 #define DE_X 6 #define DE_Y 0.550 #define DE_Z 0.375 #define DG_W -0.250 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.250 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 0.625 //float2(1.5,7.0) //#define FTM 1 //#define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.050 //#define SMS 1 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.75 //De-Artifact //#define DL_Z 0.50 //Compat Power #define WSM 3 #define DB_W 26 #define DF_X float2(0.050,0.0) #define PEW 1 //#define NDW 1 #elif (App == 0xEB5CDE17 ) //The Dark Pictures Anthology: Man Of Medan #define DA_W 1 //#define DB_X 1 #define DA_X 0.04375 #define DF_Y 0.010 #define DA_Y 20.0 //#define DA_Z 0.001 #define DB_Z 0.20 #define DE_X 3 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W -0.100 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.3125 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 0.450 //float2(1.5,7.0) //#define FTM 1 //#define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.125 //#define SMS 1 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 2 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.75 //De-Artifact //#define DL_Z 0.50 //Compat Power //#define WSM 3 //#define DB_W 30 //#define DF_X float2(0.050,0.0) #define PEW 1 #define RHW 1 #define NDW 1 #define SPF 1 #define DD_W -0.240 #define LBM 1 #define DI_X 0.879 #elif (App == 0x8E58FFE7 ) //The Dark Pictures Anthology: Little Hope #define DA_W 1 //#define DB_X 1 #define DA_X 0.04375 #define DF_Y 0.010 #define DA_Y 20.0 //#define DA_Z 0.001 #define DB_Z 0.20 #define DE_X 3 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W -0.100 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.3125 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 0.450 //float2(1.5,7.0) //#define FTM 1 //#define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.125 //#define SMS 1 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 2 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.75 //De-Artifact //#define DL_Z 0.50 //Compat Power //#define WSM 3 //#define DB_W 30 //#define DF_X float2(0.050,0.0) #define PEW 1 #define RHW 1 #define NDW 1 #define SPF 1 #define DD_W -0.240 #define LBM 1 #define DI_X 0.879 #elif (App == 0xB928FC0C ) //The Dark Pictures Anthology: House Of Ashes #define DA_W 1 //#define DB_X 1 #define DA_X 0.04375 #define DF_Y 0.010 #define DA_Y 20.0 //#define DA_Z 0.001 #define DB_Z 0.20 #define DE_X 3 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W -0.100 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.3125 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 0.450 //float2(1.5,7.0) //#define FTM 1 //#define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.125 //#define SMS 1 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 2 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.75 //De-Artifact //#define DL_Z 0.50 //Compat Power //#define WSM 3 //#define DB_W 30 //#define DF_X float2(0.050,0.0) #define PEW 1 #define RHW 1 #define NDW 1 #define SPF 1 #define DD_W -0.240 #define LBM 1 #define DI_X 0.879 #elif (App == 0x1983851A ) //Human FallFlat #define DA_W 1 #define DB_X 1 #define DA_X 0.050 #define DF_Y 0.00 #define DA_Y 87.5 //#define DA_Z 0.001 #define DB_Z 0.1 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.400 //#define DG_W -0.100 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.375 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 0.500 //float2(1.5,7.0) //#define FTM 1 //#define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.025 //#define SMS 1 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 2 //HQ Tune #define DM_Z 2 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.50 //De-Artifact //#define DL_Z 0.50 //Compat Power #define DJ_X 0.071 //Range Smoothing //#define WSM 3 //#define DB_W 30 //#define DF_X float2(0.050,0.0) #define PEW 1 #define DSW 1 #define NDW 1 #elif (App == 0xFA52C2BA ) //SuperLucky's Tale #define DA_W 1 #define DB_X 1 #define DA_X 0.050 #define DF_Y 0.00 #define DA_Y 32.5 //#define DA_Z 0.001 #define DB_Z 0.1 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.400 #define DG_W -0.200 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.200 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 1.200 //float2(1.5,7.0) //#define FTM 1 //#define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.150 //#define SMS 1 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.50 //De-Artifact //#define DL_Z 0.50 //Compat Power //#define WSM 3 //#define DB_W 30 //#define DF_X float2(0.050,0.0) #define PEW 1 #define DSW 1 #elif (App == 0xC2E621A5) //No Man Sky #define DA_W 1 //#define DB_X 1 #define DA_X 0.045 #define DF_Y 0.010 #define DA_Y 70.0 //#define DA_Z 0.001 #define DB_Z 0.0375 #define DE_X 2 #define DE_Y 0.500//0.850 #define DE_Z 0.375 #define DG_W 1.25 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 //#define OIF 0.500 //float2(0.265,0.001) //Fix enables if Value is > 0.0 //#define DI_W 1.200 //float2(1.5,7.0) //#define FTM 1 #define DG_Z 0.100 //Min //#define DE_W 0.75 //Auto #define DI_Z 0.125 //Trim #define DF_W float4(0.001,0.0025,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.125 //#define SMS 1 //SM Toggle Separation #define DL_X 0.650 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 2 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.50 //De-Artifact //#define DL_Z 0.50 //Compat Power //#define WSM 3 //#define DB_W 30 //#define DF_X float2(0.050,0.0) #define PEW 1 //#define WSM 3 //#define DB_W 10 #define RHW 1 #elif (App == 0xB9F94F65 ) //The Callisto Protocol #define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.00 #define DA_Y 75.0 //#define DA_Z 0.001 #define DB_Z 0.030 #define DE_X 1 #define DE_Y 0.625 #define DE_Z 0.400 #define DG_W -0.125 //PoP #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.375,0.2) //Fix enables if Value is > 0.0 #define DI_W float2(0.5,2.0) //#define FTM 1 //#define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.125 //#define SMS 1 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.50 //De-Artifact //#define DL_Z 0.50 //Compat Power //#define WSM 3 //#define DB_W 30 //#define DF_X float2(0.050,0.0) #define PEW 1 #elif (App == 0x5EB9CBE2 ) //Brothers - A tale of two sons //#define DA_W 1 //#define DB_X 1 #define DA_X 0.075 #define DF_Y 0.00 #define DA_Y 7.5 //#define DA_Z 0.001 #define DB_Z 0.100 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W -0.300 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 //#define OIF 0.250 //float2(0.265,0.001) //Fix enables if Value is > 0.0 //#define DI_W 1.00 //float2(1.5,7.0) //#define FTM 1 #define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.120 //#define SMS 1 //SM Toggle Separation #define DL_X 0.825 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 5 //HQ Tune #define DM_Z 0 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.50 //De-Artifact //#define DL_Z -1.0 //Compat Power //#define WSM 3 //#define DB_W 30 //#define DF_X float2(0.050,0.0) #define PEW 1 #define DSW 1 #elif (App == 0x808ABB25 || App == 0x87871191 ) //BioShock Infinite //Steam //Epic #define DA_X 0.01 #define DF_Y 0.005 #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DA_Y 100.0//52.5 //12.50 #define DA_Z -0.00125 #define DB_Z 0.025 #define BMT 1 #define DF_Z 0.375 //#define DG_Z 0.045//0.500 //0.030 //0.050//0.070//Min //#define DI_Z 0.045//0.2775 //0.150 //0.100 //0.090 //Trim #define DF_W float4(0.0001,0.004,0.0,0.0125) //Edge & Scale #define ABE 0 #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth #define DSW 1 #define FOV 1 #elif (App == 0x9113C0D ) //Necromunda Hired Gun #define DA_W 1 #define DA_X 0.020 #define DF_Y 0.005 #define DA_Y 42.5 #define DB_Z 0.015 //#define DB_X 1 #define DE_X 6 #define DE_Y 0.750 #define DE_Z 0.375 //#define AFD 1 #define DG_W -0.350 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.400 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 0.300 //float2(1.5,7.0) //#define FTM 1 //#define DG_Z 0.065 //Min //#define DI_Z 0.050 //Trim #define DF_W float4(0.001,0.0025,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.0825 #define SMS 1 //SM Toggle Separation #define DL_X 0.600 //SM Tune #define DL_W 0.025 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DL_Y -0.50 //De-Artifact #define WSM 3 #define DB_W 11 #define FPS 0 #define DK_X 2 #define DK_Y 0 #define DK_Z 1 #define DK_W 3 #define PEW 1 #elif (App == 0x50027232 ) //Yakuza0 #define DA_X 0.100 #define DF_Y 0.025 #define DA_Y 11.0 #define DE_X 1 #define DE_Y 0.4125 #define DE_Z 0.400 #define DG_W -0.125 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.200 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 1.10 //float2(1.5,7.0) #define BMT 1 #define DF_Z 0.0625//0.100 #define SMS 3 //SM Toggle Separation #define DL_X 0.750 //SM Tune #define DL_W 0.025 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 5 //HQ Smooth //#define DL_Y 0.625 //De-Artifact #define PEW 1 #define NDW 1 #elif (App == 0xEC457EA9 ) //Draugen #define DA_W 1 //#define DB_X 1 #define DA_X 0.050 #define DF_Y 0.0025 #define DA_Y 15.5 //#define DA_Z 0.001 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.650 #define DE_Z 0.375 #define DG_W -0.20 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.350 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 0.20 //float2(1.5,7.0) //#define FTM 1 #define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.1125 #define SMS 3 //SM Toggle Separation #define DL_X 0.850 //SM Tune #define DL_W 0.5 //SM Perspective //#define DM_X 4 //HQ Tune //#define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.50 //De-Artifact //#define DL_Z 0.50 //Compat Power //#define WSM 3 //#define DB_W 30 //#define DF_X float2(0.050,0.0) #define PEW 1 #define DSW 1 #elif (App == 0x1B35716 ) //Gears 5 #define DA_W 1 //#define DB_X 1 #define DA_X 0.0255 #define DF_Y 0.000 #define DA_Y 27.5 //#define DA_Z 0.001 #define DB_Z 0.050 #define DE_X 1 #define DE_Y 0.800 #define DE_Z 0.375 #define DG_W -0.25 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.400 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 0.125 //float2(1.5,7.0) //#define FTM 1 #define DG_Z 0.005//0.050//0.075 //Min //#define DE_W 0.75 //Auto #define DI_Z 0.05//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.080 #define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune #define DL_W 0.5 //SM Perspective //#define DM_X 4 //HQ Tune //#define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.500 //De-Artifact //#define DL_Z 0.50 //Compat Power //#define WSM 3 //#define DB_W 30 //#define DF_X float2(0.050,0.0) #define PEW 1 #define DSW 1 #elif (App == 0x44BD41E1 ) //Bioshock Remaster //#define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.000 #define DA_Y 25.0 #define DA_Z 0.0005 #define DB_Z 0.050 #define DE_X 6 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W -0.25 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.375 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 1.0 //float2(1.5,7.0) //#define FTM 1 #define DG_Z 0.004 //Min //#define DE_W 0.75 //Auto #define DI_Z 0.08 //Trim #define BMT 1 #define DF_Z 0.0525 #define SMS 3 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.500 //De-Artifact //#define DL_Z 0.50 //Compat Power #define WSM 3 #define DB_W 4 //#define DF_X float2(0.050,0.0) #define PEW 1 #define DSW 1 #elif (App == 0x7CF5A01 ) //Bioshock 2 Remaster //#define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.000 #define DA_Y 25.0 #define DA_Z 0.0005 #define DB_Z 0.050 #define DE_X 6 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W -0.25 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.375 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 1.0 //float2(1.5,7.0) //#define FTM 1 #define DG_Z 0.004 //Min //#define DE_W 0.75 //Auto #define DI_Z 0.08 //Trim #define BMT 1 #define DF_Z 0.0525 #define SMS 3 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.500 //De-Artifact //#define DL_Z 0.50 //Compat Power #define WSM 3 #define DB_W 5 //#define DF_X float2(0.050,0.0) #define PEW 1 #define DSW 1 #define HMC 0.5034 #define HMT 1 #elif (App == 0x8C8F544C ) //Witcher 3 DX12 #define DA_W 1 //#define DB_X 1 #define DA_X 0.080//0.060 #define DF_Y 0.0125 #define DA_Y 7.5//11.0 //#define DA_Z -0.0005 #define DB_Z 0.019 #define DE_X 3 #define DE_Y 0.450 #define DE_Z 0.400 #define DG_W -0.20 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.225 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 1.7 //float2(1.5,7.0) //#define FTM 1 #define DG_Z 0.225 //Min //#define DE_W 0.75 //Auto #define DI_Z 0.125 //Trim #define BMT 1 #define DF_Z 0.050 #define SMS 3 //SM Toggle Separation #define DL_X 0.700 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 2 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.650 //De-Artifact //#define DL_Z 0.1 //Compat Power //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) #define PEW 1 #define DAA 1 #elif (App == 0x619964A3 ) //What Remains of Edith Finch #define DA_W 1 //#define DB_X 1 #define DA_X 0.020 //#define DF_Y 0.0125 #define DA_Y 125 //#define DA_Z 0.000025 #define DB_Z 0.050 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.375 #define DG_W 0.375 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.50 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 1.20 //float2(1.5,7.0) //#define FTM 1 #define DG_Z 0.035 //Min //#define DE_W 0.75 //Auto #define DI_Z 0.050 //Trim #define BMT 1 #define DF_Z 0.123 //#define SMS 3 //SM Toggle Separation #define DL_X 0.800 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 2 //HQ Tune #define DM_Z 2 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.650 //De-Artifact //#define DL_Z 0.1 //Compat Power //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) #define PEW 1 #define HMC 2.5 #define HMT 1 #elif (App == 0x67297592 ) //Blair Witch #define DA_W 1 //#define DB_X 1 #define DA_X 0.050 //0.055 #define DF_Y 0.01 #define DA_Y 25.0 //17.5 #define DA_Z 0.0005 #define DB_Z 0.1 #define DE_X 1 #define DE_Y 0.450 #define DE_Z 0.375 #define DG_W 0.125 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 //#define OIF 0.375 //float2(0.265,0.001) //Fix enables if Value is > 0.0 //#define DI_W 1.0 //float2(1.5,7.0) //#define FTM 1 #define DG_Z 0.05 //Min //#define DE_W 0.75 //Auto #define DI_Z 0.125 //Trim #define BMT 1 #define DF_Z 0.035 #define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.5 //De-Artifact //#define DL_Z 0.05 //Compat Power //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) #define PEW 1 #define DSW 1 #elif (App == 0x703B7BB6 ) //BulletStorme: FullClip //#define DA_W 1 //#define DB_X 1 #define DA_X 0.025 //0.055 #define DF_Y 0.010 #define DA_Y 25.0 //17.5 //#define DA_Z 0.0005 #define DB_Z 0.1 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.375 #define DG_W 0.5 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 //#define OIF 0.375 //float2(0.265,0.001) //Fix enables if Value is > 0.0 //#define DI_W 1.0 //float2(1.5,7.0) //#define FTM 1 #define DG_Z 0.05 //Min //#define DE_W 0.75 //Auto #define DI_Z 0.120 //Trim #define DF_W float4(0.0001,0.004,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.050 #define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.5 //De-Artifact //#define DL_Z 0.05 //Compat Power //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) #define PEW 1 #define DSW 1 #elif (App == 0xD9691F81 ) //Destroy All Humans! || Destroy All Humans! 2 - Reprobed #define DA_W 1 #define DA_X 0.075 #define DF_Y 0.015 #define DA_Y 30 //#define DA_Z -0.075 #define DE_X 1 #define DE_Y 0.375 #define DE_Z 0.375 #define DG_W -0.1125 //Pop out allowed #define BMT 1 #define DF_Z 0.0750 //0.100 // 0.125 #define SMS 3 //SM Toggle Separation #define DL_X 0.750 //SM Tune // 0.550 #define DL_W 0.025 //SM Perspective #define DM_X 3 //HQ Tune //#define DL_Y 0.375 //De-Artifact Performance hit too large here. //#define DL_Z 0.125 //Compat Power #define OIF 0.0375 //Fix enables if Value is > 0.0 #define DI_W 2.5 //Adjustment for REF //#define NFM 1 #define PEW 1 #define RHW 1 #elif (App == 0x84DC9F37 ) //Close to the Sun #define DA_W 1 //#define DB_X 1 #define DA_X 0.100 //#define DF_Y 0.010 #define DA_Y 75.0 //#define DA_Z 0.0005 #define DB_Z 0.05 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.400 //#define DG_W 0.5 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.400 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 0.50 //float2(1.5,7.0) //#define FTM 1 #define DG_Z 0.025 //Min //#define DE_W 0.000 //Auto #define DI_Z 0.05 //Trim #define DF_W float4(0.0001,0.0025,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.025 #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.5 //De-Artifact //#define DL_Z 0.05 //Compat Power //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) #define PEW 1 //#define DSW 1 #elif (App == 0x2FEDE211 ) //DreadOut 2 #define DA_W 1 //#define DB_X 1 #define DA_X 0.050 //#define DF_Y 0.010 #define DA_Y 125.0 //#define DA_Z 0.0005 #define DB_Z 0.100 #define DE_X 1 #define DE_Y 0.5 #define DE_Z 0.375 #define DG_W -0.125 //PoP #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.250,0.060) //Fix enables if Value is > 0.0 #define DI_W float2(0.75,12.5) //#define FTM 1 #define DG_Z 0.025 //Min //#define DE_W 0.000 //Auto #define DI_Z 0.175//Trim #define DF_W float4(0.0001,0.00125,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.0375 #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.05 //Compat Power #define MMD 4 //Set Multi Menu Detection //Off / On #define MMS 1 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 One is for the first 4 and Two is for the last 4 #define DO_X float4( 0.009 , 0.035 , 0.1425 , 0.190 ) //Pos A1 = XY Color & A2 = ZW White #define DO_Y float4( 0.277 , 0.030 , 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 White & B3 = ZW Color #define DO_W float4( 16.0, 16.0, 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 White #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 White & D3 = ZW Color #define DP_W float4( 1000.0, 1000.0, 1000.0, 1000.0) //Tresh Hold for Color C & D and Color #define DQ_X float4( 0.435 , 0.120 , 0.709 , 0.232 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.559 , 0.110 , 0.546 , 0.798 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.500 , 0.175 , 0.437 , 0.796 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 30.0, 30.0, 24.0, 24.0) //Tresh Hold for Color A1 & A3 and Color #define DR_X float4( 0.720 , 0.600 , 0.500 , 0.175 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.720 , 0.400 , 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 //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) #define PEW 1 //#define DSW 1 #elif (App == 0x913AD2D ) //SpaceHulk DeathWing Enhanced Edition #define DA_W 1 //#define DB_X 1 #define DA_X 0.04 #define DF_Y 0.05 #define DA_Y 12.5 //#define DA_Z 0.0005 #define DB_Z 0.05 #define DE_X 0 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W 0.5 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.400 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 0.50 //float2(1.5,7.0) //#define FTM 1 //#define DG_Z 0.060 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.20 //Trim #define DF_W float4(0.0001,0.025,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.025 #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -1.0 //De-Artifact //#define DL_Z 0.05 //Compat Power //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) #define HMT 1 #define HMC 0.503 #define PEW 1 #define NDW 1 #elif (App == 0xCFFBDDE6 ) //Call of the Sea #define DA_W 1 //#define DB_X 1 #define DA_X 0.0375 #define DF_Y 0.020 #define DA_Y 25 //#define DA_Z -0.125 #define DB_Z 0.050 //#define DE_X 3 //#define DE_Y 0.500 //#define DE_Z 0.375 //#define DG_W -0.100 //Pop //#define OIF 0.225 //Fix enables if Value is > 0.0 //#define DI_W 1.25 //Adjustment for REF #define DG_Z 0.05 //Min #define DI_Z 0.100 //Trim #define DF_W float4(0.001,0.0075,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.1375 #define SMS 2 //SM Toggle Separation #define DL_X 0.950 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 0 //HQ Smooth #define PEW 1 #define DSW 1 #elif (App == 0x22CA259A ) //Kena Bridge of Spirits #define DA_W 1 //#define DB_X 1 #define DA_X 0.10 #define DF_Y 0.01 #define DA_Y 17.0 //17.5 //#define DA_Z 0.0005 #define DB_Z 0.05 #define DE_X 1 #define DE_Y 0.550 #define DE_Z 0.375 #define DG_W -0.125 //PoP #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.325,0.125) //Fix enables if Value is > 0.0 #define DI_W float2(0.50,5.0) //#define FTM 1 //#define DG_Z 0.060 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.20 //Trim #define BMT 1 #define DF_Z 0.100 //#define SMS 0 //SM Toggle Separation #define DL_X 0.875 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 3 //HQ Smooth #define DM_Y 0 //HQ VRS #define HQT 1 //#define DL_Y 0.0 //De-Artifact //#define DL_Z -1.0 //Compat Power //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 0.503 #define LBR 1 #define LBC 1 //Letter Box Correction With X & Y //#define DH_X 1.0 #define DH_Y 1.0 //#define DH_Z 0.0 #define DH_W 0.0 //Needs to be done if DLSS is used. /* #define SPF 1 #define DD_X 1.0 #define DD_Y 0.994 #define DD_Z 0.0 #define DD_W -0.0025 */ #define PEW 1 #define DSW 1 #define DAA 1 #elif (App == 0x8F32C735 ) //Sessions Skate Sim #define DA_W 1 //#define DB_X 1 #define DA_X 0.035 #define DF_Y 0.00 #define DA_Y 50.0 //#define DA_Z 0.0005 #define DB_Z 0.1 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.375 #define DG_W -0.125 //PoP #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.25,0.10) //Fix enables if Value is > 0.0 #define DI_W float2(0.5,4.0) //#define FTM 1 //#define DG_Z 0.060 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.20 //Trim #define BMT 1 #define DF_Z 0.050 //#define SMS 0 //SM Toggle Separation #define DL_X 0.875 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.0 //De-Artifact //#define DL_Z -1.0 //Compat Power #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.727 , 0.597 , 0.975 , 0.175 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.973 , 0.840 , 0.136 , 0.899 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.950 , 0.863 , 0.898 ) //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( 0.000 , 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 #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 */ //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 0.503 //#define LBC 1 //Letter Box Correction With X & Y //#define DH_Z 0.0 //#define DH_W -0.05 //#define LBR 1 #define PEW 1 //#define NDW 1 #elif (App == 0xBF49B12E ) //Vampyr #define DA_W 1 //#define DB_X 1 #define DA_X 0.05 #define DF_Y 0.05 #define DA_Y 23.0 //#define DA_Z 0.0005 #define DB_Z 0.100 #define DE_X 1 #define DE_Y 0.600 #define DE_Z 0.375 #define DG_W -0.25 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.200 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 0.50 //float2(1.5,7.0) //#define FTM 1 //#define DG_Z 0.060 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.20 //Trim #define BMT 1 #define DF_Z 0.015 #define SMS 3 //SM Toggle Separation #define DL_X 0.850 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 4 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -1.0 //De-Artifact //#define DL_Z 0.05 //Compat Power //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 0.503 #define PEW 1 #elif (App == 0x8CC8A7BD ) //Duke Nukem 3D: 20th Anniversary World Tour //#define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.0125 #define DA_Y 130.0 //#define DA_Z 0.0005 #define DB_Z 0.0125 #define DE_X 3 #define DE_Y 0.700 #define DE_Z 0.375 #define DG_W -0.25 //PoP #define OIL 3 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float4(0.45,0.25,0.2,0.175) //Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.75,3.25,17.5) //#define FTM 1 #define DG_Z 0.05 //Min #define DE_W 0.000 //Auto #define DI_Z 0.015 //Trim #define DF_W float4(0.0001,0.00075,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.050 #define SMS 2 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 2 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.25 //De-Artifact //#define DL_Z 0.25 //Compat Power //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 0.503 #define PEW 1 #define NDW 1 #define DSW 1 #elif (App == 0xE2F6CE28 ) //Remember Me //#define DA_W 1 //#define DB_X 1 #define DA_X 0.05 #define DF_Y 0.00 #define DA_Y 25.0 //#define DA_Z 0.0005 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W -0.25 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.25 //Fix enables if Value is > 0.0 #define DI_W 1.25 //#define FTM 1 //#define DG_Z 0.05 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.015 //Trim #define BMT 1 #define DF_Z 0.025 //#define SMS 2 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.25 //Compat Power #define MMD 4 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.159 , 0.575 , 0.887 , 0.928 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.181 , 0.321 , 0.202 , 0.440 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.887 , 0.928 , 0.224 , 0.265 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 30.0, 15.0, 30.0, 15.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.179 , 0.501 , 0.887 , 0.928 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.202 , 0.360 , 0.134 , 0.235 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.887 , 0.928 , 0.150 , 0.115 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 30.0, 15.0, 30.0, 15.0) //Tresh Hold for Color C & D and Color #define DQ_X float4( 0.1295, 0.213 , 0.887 , 0.928 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.1295, 0.520 , 0.105 , 0.447 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.887 , 0.928 , 0.130 , 0.265 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 15.0, 15.0, 30.0, 15.0) //Tresh Hold for Color A1 & A3 and Color #define DR_X float4( 0.118 , 0.200 , 0.887 , 0.928 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.138 , 0.056 , 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, 15.0, 1000.0, 1000.0) //Tresh Hold for Color G & H and Color //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 0.503 #define PEW 1 #define DSW 1 #elif (App == 0xDC3A655A ) //SuperKiwi64 #define DA_W 1 #define DB_X 1 #define DA_X 0.025 #define DF_Y 0.0125 #define DA_Y 25.0 //#define DA_Z 0.0005 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W -0.25 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.25 //Fix enables if Value is > 0.0 #define DI_W 2.0 //#define FTM 1 //#define DG_Z 0.05 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.015 //Trim #define BMT 1 #define DF_Z 0.064 #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective //#define DM_X 4 //HQ Tune //#define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.25 //Compat Power //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 0.503 #define PEW 1 #define ARW 1 #elif (App == 0x2A98C423 ) //Somerville #define DA_W 1 #define DB_X 1 #define DA_X 0.0500 //#define DF_Y 0.00 #define DA_Y 50.0 //#define DA_Z 0.0005 //#define DB_Z 0.025 #define DE_X 3 #define DE_Y 0.575 #define DE_Z 0.400 //#define DG_W -0.20 //PoP #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.25,0.055) //Fix enables if Value is > 0.0 #define DI_W float2(1.0,4.0) //#define FTM 1 //#define DG_Z 0.05 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.015 //Trim #define BMT 1 #define DF_Z 0.025 //#define SMS 2 //SM Toggle Separation #define DL_X 1.000 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.25 //Compat Power //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 0.503 #define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 #define DH_W -0.237 #define PEW 1 #define NFM 1 #elif (App == 0xB2D70667 ) //Babbdi #define DA_W 1 #define DB_X 1 #define DA_X 0.100 //#define DF_Y 0.00 #define DA_Y 100.0 //#define DA_Z 0.0005 //#define DB_Z 0.025 #define DE_X 3 #define DE_Y 0.700 #define DE_Z 0.375 #define DG_W -0.25 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.50 //float2(0.25,0.055) //Fix enables if Value is > 0.0 #define DI_W 0.25 //float2(1.0,4.0) //#define FTM 1 #define DG_Z 0.05 //Min //#define DE_W 0.000 //Auto #define DI_Z 0.20 //Trim #define DF_W float4(0.0001,0.005,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.025 //#define SMS 2 //SM Toggle Separation #define DL_X 1.000 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.25 //Compat Power //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 0.503 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 #define PEW 1 #define NFM 1 #elif (App == 0x77737774 ) //Resident Evil 0 //#define DA_W 1 //#define DB_X 1 #define DA_X 0.020 //#define DF_Y 0.00 #define DA_Y 32.5 //#define DA_Z 0.0005 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.600 #define DE_Z 0.375 //#define DG_W -0.1 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 //#define OIF 0.250 //float2(0.25,0.055) //Fix enables if Value is > 0.0 //#define DI_W 0.25 //float2(1.0,4.0) //#define FTM 1 //#define DG_Z 0.020 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.100 //Trim #define DF_W float4(0.0001,0.0025,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.025 //#define SMS 2 //SM Toggle Separation #define DL_X 1.000 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.25 //Compat Power //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 0.503 #define SPF 1 //Letter Box Correction Offsets With X & Y #define DD_X 1.067 #define DD_Y 0.937 #define DD_Z 0.187 #define DD_W -0.066 #define LBM 2 #define DI_X 0.875 #define PEW 1 #define ARW 1 #elif (App == 0x68EF1B4E || App == 0xC103D998 || App == 0xFAB47970 || App == 0x539E792B ) //Serious Sam Fusion | Serious Sam 4: Planet Badass | Serious Sam Siberian Mayhem/Unrestricted #define DA_W 1 #define DA_X 0.0875 //#define DF_Y 0.0125 #define DA_Y 10.0 #define DA_Z 0.1 #define WSM 5 #define DB_W 16 #define DF_X 0.25 #define DJ_W 0.6 #define DE_X 4 #define DE_Y 0.625 #define DE_Z 0.400 #define DB_Z 0.050 #define DG_W -0.125 //PoP #define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float3(0.5,0.375,0.25) //Fix enables if Value is > 0.0 #define DI_W float3(0.25,0.5,2.5) #define DG_Z 0.075 //Min #define DI_Z 0.125//Trim //#define SMS 3 //SM Toggle Separation #define DL_X 0.750 //SM Tune // 0.550 //#define DL_W 0.025 //SM Perspective //#define DM_X 4 //HQ Tune //#define DM_Z 4 //HQ Smooth #define NDW 1 #define RHW 1 #define PEW 1 #define LBC 2 //Letter Box Correction Offsets With X & Y #define DH_Z 0.256 #define DH_W 0.0 #elif (App == 0x5FADA0E2 ) //Choo Choo Charlies #define DA_W 1 //#define DB_X 1 #define DA_X 0.025 //#define DF_Y 0.00 #define DA_Y 25.0 //#define DA_Z 0.0005 #define DB_Z 0.100 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.375 #define DG_W -0.25 //PoP #define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float3(0.5,0.375,0.250) //Fix enables if Value is > 0.0 #define DI_W float3(0.0,0.5,2.0) //#define FTM 1 //#define DG_Z 0.020 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.100 //Trim #define BMT 1 #define DF_Z 0.1375 //#define SMS 2 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.25 //Compat Power #define MMD 2 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.030 , 0.090 , 0.120 , 0.500 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.230 , 0.190 , 0.565 , 0.043 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.075 , 0.238 , 0.459 , 0.136 ) //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( 0.348 , 0.450 , 0.052 , 0.410 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.657 , 0.472 , 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( 30.0, 30.0, 1000.0, 1000.0) //Tresh Hold for Color C & D and Color /* #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 */ //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 0.503 #define LBC 1 //Letter Box Correction With X & Y #define LBS 1 #define DH_Z 0.0 #define DH_W -0.227 #define PEW 1 #define ARW 1 #elif (App == 0x4FF5CF63 ) //Lords of the Fallen //#define DA_W 1 //#define DB_X 1 #define DA_X 0.050 //#define DF_Y 0.00 #define DA_Y 57.5 //#define DA_Z 0.0005 //#define DB_Z 0.025 #define DE_X 3 #define DE_Y 0.625 #define DE_Z 0.375 //#define DG_W -0.25 //PoP #define OIL 3 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float4(0.5,0.3,0.25,0.10) //Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.5,2.0,4.5) //#define AFD 1 //#define FTM 1 //#define DG_Z 0.05 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.015 //Trim #define DF_W float4(0.0001,0.001,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.065 //#define SMS 2 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 2 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.25 //Compat Power #define MMD 3 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.500 , 0.040 , 0.500 , 0.100 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.3035, 0.060 , 0.500 , 0.040 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.100 , 0.499 , 0.060 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 25.0, 30.0, 27.0, 30.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.500 , 0.040 , 0.500 , 0.100 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.657 , 0.060 , 0.500 , 0.0423) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.100 , 0.499 , 0.065 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 25.0, 30.0, 21.0, 28.0) //Tresh Hold for Color C & D and Color #define DQ_X float4( 0.500 , 0.0423, 0.500 , 0.100 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.5005, 0.065 , 0.500 , 0.0423) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.500 , 0.100 , 0.4975, 0.065 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 21.0, 28.0, 21.0, 28.0) //Tresh Hold for Color A1 & A3 and Color //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 0.503 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //define DH_W -0.237 #define PEW 1 #elif (App == 0x8A369DA7 ) //Sonic Frontiers #define DA_W 1 //#define DB_X 1 #define DA_X 0.123 //#define DF_Y 0.00 #define DA_Y 20.0 //#define DA_Z 0.0005 //#define DB_Z 0.025 #define DE_X 3 #define DE_Y 0.750 #define DE_Z 0.400 #define DG_W -0.25 //PoP #define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float3(0.5,0.35,0.25) //Fix enables if Value is > 0.0 #define DI_W float3(0.125,1.0,2.0) //#define FTM 1 #define DG_Z 0.05 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.20 //Trim #define BMT 1 #define DF_Z 0.100 //#define SMS 2 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.25 //Compat Power #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #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, 14.0); //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 //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 0.503 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define PEW 1 #define DAA 1 #elif (App == 0x7A38C65F ) //The Council //#define DA_W 1 //#define DB_X 1 #define DA_X 0.0625 #define DF_Y 0.025 #define DA_Y 16.25 //#define DA_Z 0.0005 #define DB_Z 0.025 #define DE_X 3 #define DE_Y 0.750 #define DE_Z 0.400 #define DG_W -0.125 //PoP #define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float3(0.5,0.375,0.225) //Fix enables if Value is > 0.0 #define DI_W float3(0.0,1.0,2.5) //#define FTM 1 //#define DG_Z 0.05 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.20 //Trim #define BMT 1 #define DF_Z 0.055 #define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.5 //Compat Power //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 0.503 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define PEW 1 //#define DAA 1 #elif (App == 0x1061B3CF ) //Just Cause 3 #define DA_W 1 //#define DB_X 1 #define DA_X 0.03//0.025 //#define DF_Y 0.0025 #define DA_Y 60.0 //#define DA_Z 0.001 #define DB_Z 0.050 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W 0.100//PoP #define OIF 0.125 //Fix enables if Value is > 0.0 #define DI_W 1.5 //#define FTM 1 //#define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.05 //#define SMS 1 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.375 //De-Artifact //#define DL_Z -0.125 //Compat Power #define MMD 2 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.150 , 0.150 , 0.500 , 0.070 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.850 , 0.780 , 0.150 , 0.180 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.070 , 0.850 , 0.800 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 25.0, 25.0, 25.0, 25.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.150 , 0.150 , 0.500 , 0.070 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.850 , 0.780 , 0.150 , 0.180 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.070 , 0.850 , 0.800 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 26.0, 25.0, 26.0, 26.0) //Tresh Hold for Color C & D and Color /* #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 */ #define PEW 1 #elif (App == 0x6DDCD106 ) //The Town of Light //#define DA_W 1 #define DB_X 1 #define DA_X 0.0875 #define DF_Y 0.000 #define DA_Y 7.25 //#define DA_Z 0.0005 #define DB_Z 0.050 #define DE_X 3 #define DE_Y 0.875 #define DE_Z 0.375 //#define AFD 1 #define DG_W -0.125 //PoP #define OIL 3 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float4(0.60,0.50,0.300,0.1) //float3(0.5,0.375,0.225) //Fix enables if Value is > 0.0 #define DI_W float4(0.0,0.50,0.750,2.5) //float3(0.0,1.0,2.5) //#define FTM 1 //#define DG_Z 0.05 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.20 //Trim #define BMT 1 #define DF_Z 0.0325 //#define SMS 3 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 2 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.5 //De-Artifact //#define DL_Z 0.5 //Compat Power #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.1025, 0.085 , 0.910 , 0.100 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.101 , 0.145 , 0.1025, 0.085 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.910 , 0.100 , 0.102 , 0.145 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 29.0, 30.0, 29.0, 29.0) //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 #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 */ //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 0.503 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define PEW 1 #elif (App == 0xF5FC8B92 ) //The Light Remake #define DA_W 1 #define DB_X 1 #define DA_X 0.025 #define DF_Y 0.000 #define DA_Y 20.0 //#define DA_Z 0.0005 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.375 //#define AFD 1 #define DG_W 1.5 //PoP //#define OIL 3 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 //#define OIF float4(0.5,0.300,0.160,0.100) //float3(0.5,0.375,0.225) //Fix enables if Value is > 0.0 //#define DI_W float4(0.5,1.0,2.5,4.0) //float3(0.0,1.0,2.5) //#define FTM 1 #define DG_Z 0.040 //0.0125 //Min //#define DE_W 0.000 //Auto #define DI_Z 0.040 //Trim #define DF_W float4(0.001,0.0075,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.03 //#define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z -0.25 //Compat Power //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 0.503 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define PEW 1 #elif (App == 0xF4901178 ) //The Surge 2 **** #define DA_W 1 #define DA_X 0.125 #define DF_Y 0.0225 #define DA_Y 35.00 #define DE_X 1 #define DE_Y 0.375 #define DE_Z 0.375 #define BMT 1 #define DF_Z 0.125 //0.125 //0.150 #define DG_Z 0.100 //Min #define DI_Z 0.150 //Trim #define SMS 2 //SM Toggle Separation #define DL_X 0.600 //SM Tune #define DL_W 0.100 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth #define PEW 1 #elif (App == 0x2CB33C9A ) //The Surge //#define DA_W 1 //#define DB_X 1 //#define DA_X 0.025 #define DF_Y 0.000 #define DA_Y 25.0 //#define DA_Z 0.0005 #define DB_Z 0.05 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define AFD 1 //#define DG_W 1.5 //PoP #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.350,0.225)//float4(0.5,0.300,0.160,0.100) //float3(0.5,0.375,0.225) //Fix enables if Value is > 0.0 #define DI_W float2(1.00,2.5)//float4(0.5,1.0,2.5,4.0) //float3(0.0,1.0,2.5) //#define FTM 1 #define DG_Z 0.025 //0.0125 //Min //#define DE_W 0.000 //Auto #define DI_Z 0.125 //Trim #define DF_W float4(0.001,0.001,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.075 //#define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.5 //Compat Power //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 0.503 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define FOV 1 #define PEW 1 #elif (App == 0xCDD5E6CF ) //Legend of Grimrock #define DA_X 0.120 #define DF_Y 0.135 #define DA_Y 12.5 #elif (App == 0x4BAA047 ) //Legend of Grimrock 2 //#define DA_W 1 //#define DB_X 1 #define DA_X 0.155 #define DF_Y 0.001 #define DA_Y 7.5 //#define DA_Z 0.001 #define DB_Z 0.05 //#define DE_X 1 //#define DE_Y 0.500 //#define DE_Z 0.375 //#define AFD 1 //#define DG_W 1.5 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 //#define OIF float2(0.350,0.225)//float4(0.5,0.300,0.160,0.100) //float3(0.5,0.375,0.225) //Fix enables if Value is > 0.0 //#define DI_W float2(1.00,2.5)//float4(0.5,1.0,2.5,4.0) //float3(0.0,1.0,2.5) //#define FTM 1 //#define DG_Z 0.025 //0.0125 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.125 //Trim #define BMT 1 #define DF_Z 0.0375 //#define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.5 //Compat Power //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 0.503 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define PEW 1 #elif (App == 0x72Da7135 ) //Bugnaxs //#define DA_W 1 //#define DB_X 1 #define DA_X 0.050 //#define DF_Y 0.001 #define DA_Y 50.0 //#define DA_Z 0.001 #define DB_Z 0.1 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define AFD 1 #define DG_W 0.125 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.350 //Fix enables if Value is > 0.0 #define DI_W 1.25 //#define FTM 1 //#define DG_Z 0.025 //0.0125 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.125 //Trim #define BMT 1 #define DF_Z 0.075 //#define SMS 3 //SM Toggle Separation #define DL_X 0.750 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 8 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.5 //Compat Power //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) #define HMT 1 #define HMC 2.5 #define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define PEW 1 #elif (App == 0xB264618F ) //V Rising #define DA_W 1 #define DB_X 1 #define DA_X 0.1 #define DF_Y 0.01 #define DA_Y 50 #define DA_Z 0.000 #define DB_Z 0.150 #define DE_X 3 #define DE_Y 0.750 #define DE_Z 0.375 //#define AFD 1 #define DG_W -0.5 //PoP #define OIL 3 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float4(0.625,0.45,0.275,0.125) //Fix enables if Value is > 0.0 #define DI_W float4(-0.25,0.0,0.875,2.5) //#define FTM 1 #define DG_Z 0.025 //0.0125 //Min //#define DE_W 0.000 //Auto #define DI_Z 0.030 //Trim #define BMT 1 #define DF_Z 0.025 #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.5 //Compat Power //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define DAA 1 #define PEW 1 #elif (App == 0x45BE97B7 ) //Sackboy A Big Adventure #define DA_W 1 //#define DB_X 1 #define DA_X 0.03 #define DF_Y 0.01 #define DA_Y 75.0 //#define DA_Z 0.001 #define DB_Z 0.014 #define DE_X 3 #define DE_Y 0.700 #define DE_Z 0.400 //#define AFD 1 #define DG_W -0.125 //PoP #define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float3(0.5,0.20,0.125)//float4(0.5,0.300,0.160,0.100) //float3(0.5,0.375,0.225) //Fix enables if Value is > 0.0 #define DI_W float3(0.25,1.00,2.75)//float4(0.5,1.0,2.5,4.0) //float3(0.0,1.0,2.5) //#define FTM 1 //#define DG_Z 0.025 //0.0125 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.125 //Trim #define BMT 1 #define DF_Z 0.10 //#define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.5 //Compat Power #define MDD 4 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.200, 0.900 , 0.826 , 0.940)//Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.800, 0.900 , 0.000 , 0.000)//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( .89, 0.0 , 0.0, 0.0 ) //Size = Menu [ABC] D E F #define DJ_Y float4( 25.0, 30.0, 25.0, 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 DJ_Z float4( 1000., 1000., 1000., 0.0 ); //Set Match Tresh #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.420 , 0.125 , 0.045 , 0.400 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.580 , 0.125 , 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 WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 0.503 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 #define FMM 1 #define PEW 1 #elif (App == 0x1E28FCCC ) //Paradise Lost #define DA_W 1 //#define DB_X 1 #define DA_X 0.115//0.075 //#define DF_Y 0.001 #define DA_Y 250//400.0 //#define DA_Z 0.001 #define DB_Z 0.075 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.375 //#define AFD 1 //#define DG_W 0.125 //PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 //#define OIF 0.350 //Fix enables if Value is > 0.0 //#define DI_W 1.25 //#define FTM 1 #define DG_Z 0.100 //0.170 //0.210 //Min //#define DE_W 0.000 //Auto #define DI_Z 0.200 //0.175 //0.200//Trim #define DF_W float4(0.001,0.005,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.15 //#define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y 0.75 //De-Artifact //#define DL_Z 0.5 //Compat Power #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.500 , 0.180 , 0.495 , 0.120)//Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.5025, 0.600 , 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, 2.0, 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 DJ_Z float4( 1000., 1000., 1000., 0.0 ); //Set Match Tresh #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.434 , 0.120 , 0.495 , 0.175 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.566 , 0.120 , 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 WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define PEW 1 #define FOV 1 #elif (App == 0x55FAB221 ) //Marvels Spider-Man #define DA_W 1 //#define DB_X 1 #define DA_X 0.030 //#define DF_Y 0.030 #define DA_Y 27.5 //30.00 #define DA_Z -0.1875 #define DB_Z 0.100 #define DE_X 3 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W -0.100 //Pop //#define OIF 0.225 //Fix enables if Value is > 0.0 //#define DI_W 1.25 //Adjustment for REF #define DG_Z 0.025 //Min #define DI_Z 0.050 //Trim #define BMT 1 #define DF_Z 0.100 #define SMS 0 //SM Toggle Separation #define DL_X 0.8625//SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth #define PEW 1 #define DAA 1 #define DSW 1 #define DRS 1 #elif (App == 0xB976D288 ) //Marvels Spider-Man Miles Morales #define DA_W 1 //#define DB_X 1 #define DA_X 0.075//0.030 //#define DF_Y 0.030 #define DA_Y 27.5 //30.00 //#define DA_Z -0.1875 #define DB_Z 0.025 #define DE_X 3 #define DE_Y 0.625 #define DE_Z 0.400 #define DG_W -0.125 //Pop #define OIL 3 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float4(0.5,0.40,0.2625,0.1875) //Fix enables if Value is > 0.0 #define DI_W float4(0.0,1.0,1.75,3.0) #define DG_Z 0.025 //Min #define DI_Z 0.050 //Trim #define DF_W float4(0.001,0.00125,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.100 #define SMS 0 //SM Toggle Separation #define DL_X 0.850 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DL_Z 0.5 //Compat Power //#define DL_Y -0.375 //De-Artifact #define DJ_X 0.085 //Range Smoothing #define PEW 1 #define DAA 1 #define DSW 1 #define DRS 1 #elif (App == 0xAE9BDA5E ) //Ghost of Tale #define DA_W 1 #define DB_X 1 #define DA_X 0.0525 //#define DF_Y 0.01 #define DA_Y 50 //#define DA_Z 0.000 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.55 #define DE_Z 0.4 //#define AFD 1 //#define DG_W 2.25 //PoP #define OIL 3 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float4(0.3,0.2,0.1,0.0375) //Fix enables if Value is > 0.0 #define DI_W float4(1.0,2.0,3.0,5.0) //#define FTM 1 //#define DG_Z 0.025 //0.0125 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.030 //Trim #define BMT 1 #define DF_Z 0.100 #define SMS 3 //SM Toggle Separation #define DL_X 0.90 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.5 //Compat Power #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.287 , 0.209 , 0.239 , 0.195)//Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.710 , 0.209 , 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, 0.0, 30.0, 18.0); //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 #define MMD 4 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 //Books #define DO_X float4( 0.4862, 0.909 , 0.500 , 0.925 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.512 , 0.909 , 0.497 , 0.909 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.925 , 0.5225, 0.909 ) //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 //Chest Stuff #define DP_X float4( 0.486 , 0.745 , 0.500 , 0.100 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.5119, 0.745 , 0.598 , 0.745 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.900 , 0.624 , 0.745 ) //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 #define DQ_X float4( 0.491 , 0.407 , 0.500 , 0.120 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.518 , 0.902 , 0.222 , 0.6636) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.500 , 0.100 , 0.500 , 0.6589) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 30.0, 30.0, 30.0, 25.0) //Tresh Hold for Color A1 & A3 and Color #define DR_X float4( 0.222 , 0.6636 , 0.500 , 0.900 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.500 , 0.6589 , 0.5575, 0.443 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.500 , 0.5000 , 0.467 , 0.295 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 29.0, 24.0, 30.0, 30.0) //Tresh Hold for Color G & H and Color //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 //#define DAA 1 #define PEW 1 #elif (App == 0xE71E75AD ) //Hi-Fi RUSH #define DA_W 1 //#define DB_X 1 #define DA_X 0.040 //#define DF_Y 0.01 #define DA_Y 100 //#define DA_Z 0.000 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.600 #define DE_Z 0.375 //#define AFD 1 //#define DG_W 0.125 //PoP #define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float3(0.5,0.250,0.150) //Fix enables if Value is > 0.0 #define DI_W float3(0.5,1.5,2.5) //#define FTM 1 //#define DG_Z 0.025 //0.0125 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.030 //Trim #define BMT 1 #define DF_Z 0.100 //#define SMS 3 //SM Toggle Separation #define DL_X 0.875 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 1 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.5 //Compat Power #define MMD 4 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.045 , 0.660 , 0.250 , 0.175 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.425 , 0.745 , 0.117 , 0.695 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.250 , 0.175 , 0.427 , 0.618 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 26.0, 30.0, 26.0, 30.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.112 , 0.092 , 0.1096, 0.165 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.931 , 0.941 , 0.112 , 0.092 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.133 , 0.067 , 0.919 , 0.938 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 28.0, 30.0, 28.0, 30.0) //Tresh Hold for Color C & D and Color #define DQ_X float4( 0.112 , 0.092 , 0.250 , 0.175 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.919 , 0.938 , 0.089 , 0.154 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.500 , 0.250 , 0.189 , 0.154 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 28.0, 30.0, 30.0, 30.0) //Tresh Hold for Color A1 & A3 and Color #define DR_X float4( 0.075 , 0.206 , 0.500 , 0.021 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.479 , 0.887 , 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( 28.0, 28.0, 1000.0, 1000.0) //Tresh Hold for Color G & H and Color //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define DAA 1 #define PEW 1 #elif (App == 0x4C5965E5 ) //Dead Space 2023 #define DA_W 1 //#define DB_X 1 #define DA_X 0.05//0.075 //#define DF_Y 0.01 #define DA_Y 40.0 //#define DA_Z 0.000 #define DS_Y 2 // Linerzation Offset Effects only distance if true //#define DB_Z 0.100 #define DE_X 2 #define DE_Y 0.750 #define DE_Z 0.375 //#define AFD 1 #define DG_W -0.25 //PoP #define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float3(0.5,0.375,0.250) //Fix enables if Value is > 0.0 #define DI_W float3(0.5,2.5,3.75) //#define FTM 1 //#define DG_Z 0.025 //0.0125 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.030 //Trim #define BMT 1 #define DF_Z 0.050 //#define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS #define DL_Y 0.5 //De-Artifact //#define DL_Z 0.25 //Compat Power //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define RHW 1 #define DAA 1 #define PEW 1 #elif (App == 0xB78730C7 ) //Hogwarts Lagacy #define DA_W 1 //#define DB_X 1 #define DA_X 0.0275 //#define DF_Y 0.01 #define DA_Y 62.5 //77.5 //#define DA_Z 0.000 #define DB_Z 0.025 #define DE_X 3 #define DE_Y 0.7 #define DE_Z 0.35 //#define AFD 1 #define DG_W 0.0 #define OIL 3 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float4(0.6,0.4,0.25,0.075) //Fix enables if Value is > 0.0 #define DI_W float4(0.25,0.5,1.0,3.0)//float4(-0.25,0.0,0.875,2.5) //#define FTM 1 //#define DG_Z 0.025 //0.0125 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.030 //Trim #define BMT 1 #define DF_Z 0.100 //#define SMS 3 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 4 //HQ Smooth //#define DM_Y 3 //HQ VRS #define DL_Y -1.0 //De-Artifact //#define DL_Z 0.5 //Compat Power #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.482 , 0.785 , 0.964 , 0.945 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.526 , 0.785 , 0.482 , 0.785 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.875 , 0.945 , 0.526 , 0.785 ) //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 WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define RHW 1 #define DAA 1 #define PEW 1 #elif (App == 0xA88CDB8 ) // Returnal #define DA_W 1 //#define DB_X 1 #define DA_X 0.125 //#define DF_Y 0.01 #define DA_Y 12.25 //#define DA_Z 0.000 #define DB_Z 0.100 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.350 //#define AFD 1 //#define DG_W -0.25 //Neg PoP #define OIL 3 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float4(0.500,0.375,0.25,0.125) //Fix enables if Value is > 0.0 #define DI_W float4(0.5,2.5,5.0,7.5) //#define FTM 1 //#define DG_Z 0.025 //0.0125 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.030 //Trim #define BMT 1 #define DF_Z 0.100 //#define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.25 //De-Artifact //#define DL_Z 0.125 //Compat Power //#define WSM 3 //#define DB_W 12 //#define DF_X float2(0.150,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define DAA 1 #define PEW 1 #elif (App == 0xF6F06BA0 || App == 0x5899A89A) //Minecraft Dungeons Steam | Windows Store #define DA_W 1 //#define DB_X 1 #define DA_X 0.250 //#define DF_Y 0.00 #define DA_Y 50.0 #define DA_Z -0.250 #define DB_Z 0.05 #define DE_X 3 #define DE_Y 0.860 #define DE_Z 0.375 #define DG_W -0.125 //PoP #define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float3(0.4, 0.325,0.250)//float3(0.5,0.375,0.250) //Fix enables if Value is > 0.0 #define DI_W float3(1.0,1.5,2.0)//float3(0.0,0.5,2.0) //#define FTM 1 //#define DG_Z 0.020 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.100 //Trim #define BMT 1 #define DF_Z 0.00 //#define SMS 2 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.25 //Compat Power #define MMD 4 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.958 , 0.075 , 0.940 , 0.929 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.9165, 0.836 , 0.0335, 0.965 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.940 , 0.876 , 0.9165, 0.783 ) //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( 0.052 , 0.061 , 0.370 , 0.793 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.121 , 0.063 , 0.445 , 0.966 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.940 , 0.876 , 0.9165 , 0.783 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 30.0, 24.0, 30.0, 30.0) //Tresh Hold for Color C & D and Color #define DQ_X float4( 0.3845, 0.146 , 0.601 , 0.947 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.3145, 0.905 , 0.3845, 0.146 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.601 , 0.947 , 0.3145, 0.905 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 30.0, 10.0, 13.0, 10.0) //Tresh Hold for Color A1 & A3 and Color #define DR_X float4( 0.3765, 0.147 , 0.060 , 0.959 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.606 , 0.147 , 0.133 , 0.178 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.145 , 0.0755, 0.140 , 0.190 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 30.0, 30.0, 30.0, 15.0) //Tresh Hold for Color G & H and Color //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 0.503 //#define LBC 1 //Letter Box Correction With X & Y //#define LBS 1 //#define DH_Z 0.0 //#define DH_W -0.227 #define PEW 1 #elif (App == 0xCB7B0316 || App == 0x262B39FE) //Atomic Heart Steam | Windows Store #define DA_W 1 //#define DB_X 1 #define DA_X 0.060//0.0625 //#define DF_Y 0.00 #define DA_Y 27.5 //#define DA_Z 0.0005 #define DB_Z 0.100 #define DE_X 1 #define DE_Y 0.625 #define DE_Z 0.400 #define DG_W 5.0 //PoP //#define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 //#define OIF float3(0.5,0.375,0.250) //Fix enables if Value is > 0.0 //#define DI_W float3(0.0,0.5,2.0) //#define FTM 1 #define DG_Z 0.095 //Min //#define DE_W 0.000 //Auto #define DI_Z 0.195 //Trim #define DF_W float4(0.0001,0.015,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.160 //#define SMS 2 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.25 //Compat Power //#define WSM 3 //#define DB_W 5 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 0.503 #define LBC 1 //Letter Box Correction With X & Y #define LBS 1 #define DH_Z 0.0 #define DH_W -0.227 #define PEW 1 //#define ARW 1 #elif (App == 0x23AB8876 || App == 0xBF4D4A41 ) //CoD:AW | CoD:MW Re #define DA_W 1 //#define DB_X 1 #define DA_X 0.05 //#define DF_Y 0.01 #define DA_Y 13.5 //#define DA_Z 0.000 #define DB_Z 0.085 #define DE_X 6 #define DE_Y 0.625 #define DE_Z 0.400 //#define AFD 1 #define DG_W -0.25 //Neg PoP #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.475,0.25) //Fix enables if Value is > 0.0 #define DI_W float2(0.0,2.5) //#define FTM 1 //#define DG_Z 0.025 //0.0125 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.030 //Trim #define BMT 1 #define DF_Z 0.10 //#define SMS 3 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.25 //Compat Power //#define WSM 3 #define DB_W 12 #define DF_X float2(0.150,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define DAA 1 #define PEW 1 #elif (App == 0x7448721B ) // CoD:Ghost #define DA_W 1 //#define DB_X 1 #define DA_X 0.05 //#define DF_Y 0.01 #define DA_Y 13.5 //#define DA_Z 0.000 #define DB_Z 0.085 #define DE_X 6 #define DE_Y 0.625 #define DE_Z 0.400 //#define AFD 1 #define DG_W -0.25 //Neg PoP #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.475,0.25) //Fix enables if Value is > 0.0 #define DI_W float2(0.0,2.5) //#define FTM 1 //#define DG_Z 0.025 //0.0125 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.030 //Trim #define BMT 1 #define DF_Z 0.125 //#define SMS 3 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.25 //De-Artifact //#define DL_Z 0.25 //Compat Power //#define WSM 3 #define DB_W 12 #define DF_X float2(0.150,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define DAA 1 #define PEW 1 #elif (App == 0x15440705 ) //CoD:IW #define DA_W 1 //#define DB_X 1 #define DA_X 0.0275 //#define DF_Y 0.01 #define DA_Y 16.25 //15.0 //#define DA_Z 0.000 #define DB_Z 0.05 #define DE_X 6 #define DE_Y 0.725 #define DE_Z 0.400 //#define AFD 1 #define DG_W -0.45 //Neg PoP #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.5,0.25) //Fix enables if Value is > 0.0 #define DI_W float2(0.0,2.5) //#define FTM 1 //#define DG_Z 0.025 //0.0125 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.030 //Trim #define BMT 1 #define DF_Z 0.05 //#define SMS 3 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.25 //De-Artifact //#define DL_Z 0.25 //Compat Power //#define WSM 3 #define DB_W 13 #define DF_X float2(0.150,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define DAA 1 #define PEW 1 #elif (App == 0x42C1A2B ) //CoD: WWII #define DA_W 1 //#define DB_X 1 #define DA_X 0.05 //#define DF_Y 0.01 #define DA_Y 13.5 //#define DA_Z 0.000 #define DB_Z 0.05 #define DE_X 6 #define DE_Y 0.625 #define DE_Z 0.400 //#define AFD 1 #define DG_W -0.25 //Neg PoP #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.475,0.25) //Fix enables if Value is > 0.0 #define DI_W float2(0.0,2.5) //#define FTM 1 //#define DG_Z 0.025 //0.0125 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.030 //Trim #define BMT 1 #define DF_Z 0.030 //#define SMS 3 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.25 //De-Artifact //#define DL_Z 0.25 //Compat Power //#define WSM 3 #define DB_W 12 #define DF_X float2(0.150,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define DAA 1 #define PEW 1 #elif (App == 0x339B15DA) //Bendy and the Dark Revival #define DA_W 1 #define DB_X 1 #define DA_X 0.1125 //#define DF_Y 0.00 #define DA_Y 250.0 //#define DA_Z 0.0005 #define DB_Z 0.0625 #define DE_X 6 #define DE_Y 0.625 #define DE_Z 0.450 //#define DG_W -0.4375 //PoP #define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float3(0.5,0.375,0.250) //Fix enables if Value is > 0.0 #define DI_W float3(0.5,1.0,1.75) //#define FTM 1 #define DG_Z 0.0125 //Min //#define DE_W 0.000 //Auto #define DI_Z 0.1125 //Trim #define DF_W float4(0.0001,0.00125,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.075 //#define SMS 2 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.20 //Compat Power #define MMD 4 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.103 , 0.100 , 0.500 , 0.200 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.171 , 0.100 , 0.194 , 0.100 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.200 , 0.261 , 0.100 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 21.0, 21.0, 21.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.2855, 0.100 , 0.500 , 0.200 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.352 , 0.100 , 0.3765, 0.100 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.200 , 0.4435, 0.100 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 21.0, 21.0, 21.0, 21.0) //Tresh Hold for Color C & D and Color #define DQ_X float4( 0.468 , 0.100 , 0.500 , 0.200 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.535 , 0.100 , 0.559 , 0.100 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.500 , 0.200 , 0.6255, 0.100 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 21.0, 21.0, 21.0, 21.0) //Tresh Hold for Color A1 & A3 and Color #define DR_X float4( 0.650 , 0.100 , 0.500 , 0.200 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.717 , 0.100 , 0.741 , 0.100 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.500 , 0.200 , 0.808 , 0.100 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 21.0, 21.0, 21.0, 21.0) //Tresh Hold for Color G & H and Color #define WSM 4 #define DB_W 6 //#define DF_X float2(0.050,0.0) //#define HMT 1 //#define HMC 0.503 //#define LBC 1 //Letter Box Correction With X & Y //#define LBS 1 //#define DH_Z 0.0 //#define DH_W -0.227 #define PEW 1 #define DSW 1 #define FOV 1 #elif (App == 0x6DCAE83C ) //SnowRunner #define DA_W 1 //#define DB_X 1 #define DA_X 0.05 //#define DF_Y 0.01 #define DA_Y 20.0 #define DA_Z -0.1 #define DB_Z 0.100 #define DE_X 3 #define DE_Y 0.666 #define DE_Z 0.400 //#define AFD 1 #define DG_W -0.25 //Neg PoP #define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float3(0.566,0.466,0.366) //Fix enables if Value is > 0.0 #define DI_W float3(0.25,0.5,0.75) //#define FTM 1 //#define DG_Z 0.025 //0.0125 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.030 //Trim #define BMT 1 #define DF_Z 0.030 //#define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.25 //De-Artifact //#define DL_Z 0.25 //Compat Power #define MMD 3 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.4475, 0.745 , 0.500 , 0.500 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.514 , 0.769 , 0.4475, 0.745 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.500 , 0.514 , 0.769 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 18.0, 18.0, 26.0, 26.0) //Tresh Hold for Color A & B and Color //Welcome to Michigan! #define DP_X float4( 0.045 , 0.870 , 0.500 , 0.500 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.5085, 0.855 , 0.045 , 0.870 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.500 , 0.5085, 0.855 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 30.0, 18.0, 30.0, 26.0) //Tresh Hold for Color C & D and Color //Reading Terrain / Watchtower Discovered / Repairing the Bridge #define DQ_X float4( 0.750 , 0.749 , 0.250 , 0.705 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.5085, 0.738 , 0.750 , 0.749 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.500 , 0.705 , 0.5085, 0.738 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 0.0, 18.0, 0.0, 26.0) //Tresh Hold for Color A1 & A3 and Color //Settings #define DR_X float4( 0.543 , 0.160 , 0.260 , 0.160 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.041 , 0.160 , 0.543 , 0.160 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.260 , 0.160 , 0.041 , 0.160 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 26.0, 26.0, 18.0, 18.0) //Tresh Hold for Color G & H and Color //#define WSM 3 //#define DB_W 12 //#define DF_X float2(0.150,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define DAA 1 #define PEW 1 #elif (App == 0x967BB1CC ) //HROT //#define DA_W 1 //#define DB_X 1 #define DA_X 0.150 #define DF_Y 0.015 #define DA_Y 150.0 //#define DA_Z 0.000 #define DB_Z 0.075 #define DE_X 6 #define DE_Y 0.500 #define DE_Z 0.400 //#define AFD 1 #define DG_W -0.125 //Neg PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 //#define OIF float2(0.475,0.25) //Fix enables if Value is > 0.0 //#define DI_W float2(0.0,2.5) //#define FTM 1 //#define DG_Z 0.025 //0.0125 //Min //#define DE_W 0.000 //Auto //#define DI_Z 0.030 //Trim #define BMT 1 #define DF_Z 0.040 //#define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.25 //De-Artifact //#define DL_Z 0.25 //Compat Power #define WSM 2 //Weapon Settings Mode #define DB_W 11 #define DF_X float2(0.075,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define DAA 1 #define PEW 1 #elif (App == 0x62454263 ) //Red Dead Redemption 2 #define DA_W 1 #define DA_X 0.05 #define DF_Y 0.0375 //0.05 //0.10 #define DA_Y 35.5 #define DE_X 1 #define DE_Y 0.75 #define DE_Z 0.4 #define DG_W -0.5 //Neg PoP #define OIL 3 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float4(0.625,0.5,0.375,0.25) //Fix enables if Value is > 0.0 #define DI_W float4(-0.25,0.0,0.5,1.0) #define BMT 1 #define DF_Z 0.150 #define DG_Z 0.030 //Min #define DI_Z 0.070 //Trim //#define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.375 //De-Artifact //#define DL_Z 0.125 //Compat Power #define MMD 4 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.867 , 0.9295, 0.397 , 0.085 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.927 , 0.9295, 0.867 , 0.9295) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.397 , 0.085 , 0.926 , 0.931 ) //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( 0.460 , 0.1179, 0.500 , 0.612 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.539 , 0.135 , 0.926 , 0.931 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.397 , 0.085 , 0.867 , 0.9295 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 27.0, 27.0, 30.0, 12.0) //Tresh Hold for Color C & D and Color #define DQ_X float4( 0.935 , 0.926 , 0.938 , 0.934 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.779 , 0.925 , 0.927 , 0.925 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.921 , 0.9285, 0.779 , 0.925 ) //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( 0.9375, 0.928 , 0.397 , 0.085 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.839 , 0.928 , 0.931 , 0.939 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.111 , 0.100 , 0.938 , 0.928 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 30.0, 30.0, 30.0, 30.0) //Tresh Hold for Color G & H and Color //#define WSM 2 //Weapon Settings Mode //#define DB_W 11 //#define DF_X float2(0.075,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define PEW 1 #define DAA 1 #define LBM 1 #define DI_X 0.879 #elif (App == 0x25B6C5BF ) //TinyKin #define DA_W 1 #define DB_X 1 #define DA_X 0.025 #define DF_Y 0.0 #define DA_Y 125.0 //#define DA_Z 0.0 //0.000125 #define DB_Z 0.1 #define DE_X 3 #define DE_Y 0.750 #define DE_Z 0.400 //#define AFD 1 #define DG_W 0.25 //Neg PoP #define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float3(0.625,0.5,0.375) //Fix enables if Value is > 0.0 #define DI_W float3(0.0,0.5,1.0) //#define FTM 1 //#define DG_Z 0.025 //Min //#define DE_W 0.250 //Auto //#define DI_Z 0.060 //Trim #define BMT 1 #define DF_Z 0.125 // 0.100 //#define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS //#define DL_Y -0.50 //De-Artifact //#define DL_Z 0.750 //Compat Power ///* //This seems safe..... #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.135, 0.113, 0.500 , 0.9065)//Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.865, 0.113 , 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( 26.0, 20.0, 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 DJ_Z float4( 1000., 1000., 1000., 0.0 ); //Set Match Tresh //*/ //#define WSM 2 //Weapon Settings Mode //#define DB_W 11 //#define DF_X float2(0.075,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define DAA 1 #define PEW 1 #elif (App == 0x357C7716 ) //Xash3D RT HL //#define DA_W 1 //#define DB_X 1 #define DA_X 0.0165 //0.025 //0.05 #define DF_Y 0.0125 #define DA_Y 30.0 //27.5 #define DA_Z 0.001 #define DB_Z 0.03 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.425 //#define AFD 1 #define DG_W 1.125 //0.75 //Neg PoP //#define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 //#define OIF 0.50 //Fix enables if Value is > 0.0 //#define DI_W 2.0 //#define FTM 1 //#define DG_Z 0.03 //Min //#define DE_W 0.250 //Auto //#define DI_Z 0.05//Trim #define DF_W float4(0.125,0.006,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.05 // 0.100 //#define DL_Y -0.50 //De-Artifact //#define DL_Z 0.750 //Compat Power //#define WSM 2 //Weapon Settings Mode //#define DB_W 11 //#define DF_X float2(0.075,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define DAA 1 #define PEW 1 #define NFM 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0xF6F3C763 ) //WRATH: Aeon of Ruin //#define DA_W 1 #define DB_X 1 #define DA_X 0.065 #define DF_Y 0.0125 #define DA_Y 75.0 #define DA_Z 0.00005 #define DB_Z 0.090 #define DE_X 4 #define DE_Y 0.525 #define DE_Z 0.375 //#define AFD 1 //#define DG_W 1.125 //0.75 //Neg PoP //#define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 //#define OIF 0.50 //Fix enables if Value is > 0.0 //#define DI_W 2.0 //#define FTM 1 //#define DG_Z 0.03 //Min //#define DE_W 0.250 //Auto //#define DI_Z 0.05//Trim #define BMT 1 #define DF_Z 0.1125 //#define DL_Y -0.50 //De-Artifact //#define DL_Z 0.750 //Compat Power #define WSM 5 #define DB_W 3 #define DF_X float2(0.1,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 //#define DAA 1 //#define PEW 1 //#define NFM 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.750 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0x3D8A9B78 ) //Thief //#define DA_W 1 //#define DB_X 1 #define DA_X 0.100 #define DF_Y 0.000 #define DA_Y 17.5 //#define DA_Z 0.00005 #define DB_Z 0.025 #define DE_X 4 #define DE_Y 0.875 #define DE_Z 0.375 //#define AFD 1 #define DG_W -0.25 //0.75 //Neg PoP //#define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.50 //Fix enables if Value is > 0.0 #define DI_W 0.25 //#define FTM 1 //#define DG_Z 0.03 //Min //#define DE_W 0.250 //Auto //#define DI_Z 0.05//Trim #define BMT 1 #define DF_Z 0.100 //#define DL_Y -0.50 //De-Artifact //#define DL_Z 0.750 //Compat Power #define WSM 4 #define DB_W 8 //#define DF_X float2(0.1,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 //#define DAA 1 //#define PEW 1 //#define NFM 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 2 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0x60F43A2C ) //Resident Evil 4 Remake #define DS_Z 2 #define DA_W 1 //#define DB_X 1 #define DA_X 0.0375 #define DF_Y 0.0 #define DA_Y 250.0 //#define DA_Z 0.00005 #define DB_Z 0.0625 #define DE_X 1 #define DE_Y 0.625 #define DE_Z 0.425 //#define AFD 1 //#define DG_W -0.25 //0.75 //Neg PoP #define OIL 3 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float4(0.5,0.325,0.020,0.0175) //Fix enables if Value is > 0.0 #define DI_W float4(0.75, 1.25,25.0,50.0) //#define FTM 1 //#define DG_Z 0.03 //Min //#define DE_W 0.250 //Auto //#define DI_Z 0.05//Trim #define BMT 1 #define DF_Z 0.100 //#define DL_Y -0.50 //De-Artifact #define DL_Z 0.50 //Compat Power #define DJ_X 0.214 //Range Smoothing #define MMD 2 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.410 , 0.114 , 0.034 , 0.102 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.415 , 0.114 , 0.410 , 0.114 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.934 , 0.902 , 0.415 , 0.114 ) //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( 0.541 , 0.114 , 0.034 , 0.102 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.546 , 0.114 , 0.541 , 0.114 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.934 , 0.902 , 0.546 , 0.114 ) //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 //#define WSM 4 //#define DB_W 8 //#define DF_X float2(0.1,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define DAA 1 #define PEW 1 #define NFM 1 #define RHW 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 2 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0xC4773871 ) //Octopath Traveler II //#define DS_Z 0 #define DA_W 1 //#define DB_X 1 #define DA_X 0.100 #define DF_Y 0.010 #define DA_Y 250.0 #define DA_Z -0.000375 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.625 #define DE_Z 0.375 //#define AFD 1 //#define DG_W 0.1 //0.75 //Neg PoP #define OIL 3 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float4( 0.4,0.375,0.25,0.2) //Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.5,2.0,3.0) //#define FTM 1 //#define DG_Z 0.03 //Min //#define DE_W 0.250 //Auto //#define DI_Z 0.05//Trim #define BMT 1 #define DF_Z 0.100 //#define DL_Y -0.50 //De-Artifact //#define DL_Z 0.750 //Compat Power //#define WSM 4 //#define DB_W 8 //#define DF_X float2(0.1,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 //#define DAA 1 //#define PEW 1 //#define NFM 1 #define RHW 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 2 //HQ Tune #define DM_Z 0 //HQ Smooth //#define DM_Y 3 //HQ VRS #elif (App == 0x47F294E9 ) //Octopath Traveler **** #define DA_Y 250.0 #define DA_Z 0.000375 #define DA_X 0.1175 #define DA_W 1 #define DE_X 1 #define DE_Y 0.5625 #define DE_Z 0.325 #define DG_W 0.2125 #define RHW 1 #elif (App == 0xFC94D8E3 ) //Triangle Strategy //#define DS_Z 0 #define DA_W 1 //#define DB_X 1 #define DA_X 0.100 #define DF_Y 0.000 #define DA_Y 250.0 #define DA_Z 0.000125 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.375 //#define AFD 1 //#define DG_W 0.1 //0.75 //Neg PoP #define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float3( 0.625, 0.5, 0.0125)//float4( 0.4,0.375,0.25,0.2) //Fix enables if Value is > 0.0 #define DI_W float3(0.5, 1.0, 3.5)//float4(0.5,1.5,2.0,3.0) //#define FTM 1 //#define DG_Z 0.03 //Min //#define DE_W 0.250 //Auto //#define DI_Z 0.05//Trim #define BMT 1 #define DF_Z 0.100 //#define DL_Y -0.50 //De-Artifact //#define DL_Z 0.750 //Compat Power #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.0455, 0.887 , 0.035, 0.0905)//Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.0455, 0.0285, 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( 5.0, 20.0, 5.0, 4.0); //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 //0.0425 , 0.890 18 //0.0415 , 0.891 14 //0.0455 , 0.8965 19 //0.0455 , 0.885 20 27 //0.0455 , 0.887 5 28 //0.04462, 0.020 5 #define MMD 3 //Set Multi Menu Detection //Off / On #define MMS 1 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.310 , 0.272 , 0.500 , 0.296 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.690 , 0.389 , 0.303 , 0.311 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.372 , 0.575 , 0.697 , 0.689 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 30.0, 30.0, 18.0, 18.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.303 , 0.311 , 0.372 , 0.638 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.697 , 0.689 , 0.1625, 0.651 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.651 , 0.8375, 0.651 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 18.0, 18.0, 29.0, 29.0) //Tresh Hold for Color C & D and Color #define DQ_X float4( 0.268 , 0.122 , 0.745 , 0.500 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.7315, 0.878 , 0.035 , 0.0905 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.500 , 0.275 , 0.04462, 0.020 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 18.0, 18.0, 20.0, 18.0) //Tresh Hold for Color A1 & A3 and Color //#define WSM 4 //#define DB_W 8 //#define DF_X float2(0.1,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 //#define DAA 1 //#define PEW 1 //#define NFM 1 #define RHW 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 0 //HQ Smooth //#define DM_Y 3 //HQ VRS #elif (App == 0x399E2A74 ) //Blacktail //#define DS_Z 0 #define DA_W 1 //#define DB_X 1 #define DA_X 0.02625 #define DF_Y 0.001 #define DA_Y 21.0 //#define DA_Z -0.000375 #define DB_Z 0.100 #define DE_X 1 #define DE_Y 0.625 #define DE_Z 0.375 //#define AFD 1 #define DG_W 2.5 //Neg PoP //#define OIL 3 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 //#define OIF float4( 0.4,0.375,0.25,0.2) //Fix enables if Value is > 0.0 //#define DI_W float4(0.5,1.5,2.0,3.0) //#define FTM 1 #define DG_Z 0.05 //Min //#define DE_W 0.250 //Auto #define DI_Z 0.100//Trim #define DF_W float4(0.0001,0.002,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.15 //#define DL_Y -0.50 //De-Artifact //#define DL_Z 0.750 //Compat Power #define MMD 2 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.500 , 0.021 , 0.045 , 0.441 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.510 , 0.920 , 0.500 , 0.103 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.856 , 0.500 , 0.8874 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 6.0, 6.0, 6.0, 13.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.500 , 0.103 , 0.500 , 0.856 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.500 , 0.8874, 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( 6.0, 12.0, 1000.0, 1000.0) //Tresh Hold for Color C & D and Color //#define WSM 4 //#define DB_W 8 //#define DF_X float2(0.1,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 //#define DAA 1 #define PEW 1 //#define NFM 1 //#define RHW 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 0 //HQ Smooth //#define DM_Y 3 //HQ VRS #elif (App == 0x289ABD5C ) //World Rally Championship 10 #define DA_W 1 #define DA_Y 20.5 //#define DA_Z 0.000075 #define DA_X 0.1375 #define DF_Y 0.03 #define DE_X 1 #define DE_Y 0.055 #define DE_Z 0.4875 #define WSM 2 #define DB_W 5 #define DF_X float2(0.125,0.0) #define PEW 1 #define DAA 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 0 //HQ Smooth //#define DM_Y 3 //HQ VRS #elif (App == 0x6CF6FBAE ) //WRC Generations //#define DS_Z 0 #define DA_W 1 //#define DB_X 1 #define DA_X 0.1375 #define DF_Y 0.010 #define DA_Y 20.5 //#define DA_Z -0.000375 #define DB_Z 0.100 #define DE_X 4 #define DE_Y 0.5 #define DE_Z 0.475 //#define AFD 1 //#define DG_W 2.0 //Neg PoP #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.055,0.05) //Fix enables if Value is > 0.0 #define DI_W float2(1.0,2.0) //#define FTM 1 //#define DG_Z 0.03 //Min //#define DE_W 0.250 //Auto //#define DI_Z 0.05//Trim #define BMT 1 #define DF_Z 0.0375 //#define DL_Y -0.50 //De-Artifact //#define DL_Z 0.750 //Compat Power ///* #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.310 , 0.422 , 0.920 , 0.880)//Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.699 , 0.546 , 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, 30.0, 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 //*/ #define WSM 2 #define DB_W 5 #define DF_X float2(0.050,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define DAA 1 #define PEW 1 #define NFM 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 2 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0x17232880 || App == 0x9D77A7C4 || App == 0x22EF526F ) //CoD:Black Ops | CoD:MW2 |CoD:MW3 //#define DS_Z 0 //#define DA_W 1 //#define DB_X 1 #define DA_X 0.045 #define DF_Y 0.00 #define DA_Y 12.5 //#define DA_Z -0.000375 #define DB_Z 0.05 #define DE_X 4 #define DE_Y 0.75 #define DE_Z 0.375 //#define AFD 1 #define DG_W -0.25 //Neg PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.5 //Fix enables if Value is > 0.0 #define DI_W 0.0 //#define FTM 1 //#define DG_Z 0.03 //Min //#define DE_W 0.250 //Auto //#define DI_Z 0.05//Trim #define BMT 1 #define DF_Z 0.1375 //#define DL_Y -0.50 //De-Artifact //#define DL_Z 0.750 //Compat Power //#define WSM 2 #define DB_W 9 #define DF_X float2(0.150,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define DAA 1 #define PEW 1 //#define NFM 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 2 //HQ Tune #define DM_Z 0 //HQ Smooth //#define DM_Y 3 //HQ VRS #elif (App == 0xD691718C ) //CoD:Black Ops II //#define DS_Z 0 #define DA_W 1 //#define DB_X 1 #define DA_X 0.05 #define DF_Y 0.00 #define DA_Y 12.5 //#define DA_Z -0.000375 #define DB_Z 0.05 #define DE_X 4 #define DE_Y 0.500 #define DE_Z 0.325 //#define AFD 1 #define DG_W -0.30 //Neg PoP //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.350 //Fix enables if Value is > 0.0 #define DI_W 0.75 //#define FTM 1 //#define DG_Z 0.03 //Min //#define DE_W 0.250 //Auto //#define DI_Z 0.05//Trim #define BMT 1 #define DF_Z 0.150 //#define DL_Y -0.50 //De-Artifact //#define DL_Z 0.750 //Compat Power //#define WSM 2 #define DB_W 10 #define DF_X float2(0.175,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define DAA 1 #define PEW 1 //#define NFM 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 2 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0x73FA91DC || App == 0xDE69E9A9 ) //CoD: Black Ops IIII //#define DS_Z 0 #define DA_W 1 //#define DB_X 1 #define DA_X 0.10 #define DF_Y 0.00 #define DA_Y 22.5 //#define DA_Z -0.000375 #define DB_Z 0.05 #define DE_X 4 #define DE_Y 0.600 #define DE_Z 0.350 //#define AFD 1 #define DG_W -0.25 //Neg PoP #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.350,0.25) //Fix enables if Value is > 0.0 #define DI_W float2(0.5,2.0) //#define FTM 1 //#define DG_Z 0.03 //Min //#define DE_W 0.250 //Auto //#define DI_Z 0.05//Trim #define BMT 1 #define DF_Z 0.150 //#define DL_Y -0.50 //De-Artifact //#define DL_Z 0.750 //Compat Power //#define WSM 2 #define DB_W 16 #define DF_X float2(0.1375,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define DAA 1 #define PEW 1 //#define NFM 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 2 //HQ Tune #define DM_Z 0 //HQ Smooth //#define DM_Y 3 //HQ VRS #elif (App == 0xA0A387D1 ) //Sonic the Hedgehog 2006 Fan Remake //#define DS_Z 0 #define DA_W 1 #define DB_X 1 #define DA_X 0.025 #define DF_Y 0.00 #define DA_Y 50.0 //#define DA_Z -0.000375 #define DB_Z 0.05 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define AFD 1 //#define DG_W 1.5 //Neg PoP #define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float3(0.375,0.25,0.125) //Fix enables if Value is > 0.0 #define DI_W float3(0.75,1.5,2.25) //#define FTM 1 //#define DG_Z 0.03 //Min //#define DE_W 0.250 //Auto //#define DI_Z 0.05//Trim #define BMT 1 #define DF_Z 0.1 //#define DL_Y -0.50 //De-Artifact //#define DL_Z 0.750 //Compat Power #define DSW 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.9 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 2 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0x147C5D2A ) //Steelrising //#define DS_Z 0 #define DA_W 1 //#define DB_X 1 #define DA_X 0.0625 #define DF_Y 0.00 #define DA_Y 25.0 //#define DA_Z -0.000375 #define DB_Z 0.05 #define DE_X 1 #define DE_Y 0.550 #define DE_Z 0.375 //#define AFD 1 //#define DG_W 1.5 //Neg PoP //#define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 //#define OIF float3(0.375,0.25,0.125) //Fix enables if Value is > 0.0 //#define DI_W float3(0.75,1.5,2.25) //#define FTM 1 //#define DG_Z 0.03 //Min //#define DE_W 0.250 //Auto //#define DI_Z 0.05//Trim #define BMT 1 #define DF_Z 0.1 //#define DL_Y -0.50 //De-Artifact //#define DL_Z 0.750 //Compat Power ///* #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.0850, 0.8781, 0.342 , 0.470)//Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.350 , 0.5205, 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( 0.37, 0.0 , 0.0, 0.0 ) //Size = Menu [ABC] D E F #define DJ_Y float4( 27.0, 2.0, 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 DJ_Z float4( 1000., 1000., 1000., 0.0 ); //Set Match Tresh //*/ #define MMD 4 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.0475, 0.500 , 0.485 , 0.961 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.0420, 0.600 , 0.0475, 0.500 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.470 , 0.961 , 0.0420, 0.600 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 25.0, 21.0, 25.0, 21.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.499 , 0.5035, 0.500 , 0.025 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.500 , 0.4050, 0.0475, 0.499 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.507 , 0.961 , 0.0475, 0.440 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 30.0, 30.0, 25.0, 22.0) //Tresh Hold for Color C & D and Color #define DQ_X float4( 0.500 , 0.531 , 0.500 , 0.030 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.500 , 0.595 , 0.500 , 0.026 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.489 , 0.961 , 0.450 , 0.026 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 30.0, 30.0, 28.0, 25.0) //Tresh Hold for Color A1 & A3 and Color #define DR_X float4( 0.500 , 0.026 , 0.550 , 0.961 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.450 , 0.026 , 0.500 , 0.026 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.747 , 0.980 , 0.450 , 0.026 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 28.0, 25.0, 28.0, 25.0) //Tresh Hold for Color G & H and Color //#define WSM 2 //#define DB_W 16 //#define DF_X float2(0.1375,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 #define DAA 1 #define PEW 1 //#define NFM 1 //#define DSW 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.9 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 0 //HQ Smooth //#define DM_Y 3 //HQ VRS #elif (App == 0xB630F51B ) //Deliver Us Mars //#define DS_Z 0 #define DA_W 1 //#define DB_X 1 #define DA_X 0.030 #define DF_Y 0.005 #define DA_Y 75.0 //#define DA_Z -0.000375 #define DB_Z 0.050 //#define DE_X 1 //#define DE_Y 0.500 //#define DE_Z 0.375 //#define AFD 1 //#define DG_W 1.5 //Neg PoP //#define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 //#define OIF float3(0.375,0.25,0.125) //Fix enables if Value is > 0.0 //#define DI_W float3(0.75,1.5,2.25) //#define FTM 1 #define DG_Z 0.0625//0.1 //Min //#define DE_W 0.250 //Auto #define DI_Z 0.1//Trim #define DF_W float4(0.001,0.0025,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.130 //#define DL_Y -0.50 //De-Artifact //#define DL_Z 0.750 //Compat Power #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.380 , 0.175 , 0.500 , 0.975 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.9605, 0.176 , 0.599 , 0.068 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.975 , 0.057 , 0.168 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 27.0, 30.0, 27.0, 29.0) //Tresh Hold for Color A & B and Color //#define WSM 2 //#define DB_W 16 //#define DF_X float2(0.1375,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 //#define DAA 1 #define PEW 1 //#define NFM 1 //#define DSW 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 0 //HQ Smooth //#define DM_Y 3 //HQ VRS #elif (App == 0x16129A48 ) //Narvle's Midnight Suns //#define DS_Z 0 #define DA_W 1 //#define DB_X 1 #define DA_X 0.0375 #define DF_Y 0.005 #define DA_Y 30.0 //#define DA_Z -0.000375 #define DB_Z 0.10 #define DE_X 1 #define DE_Y 0.7 #define DE_Z 0.375 //#define AFD 1 //#define DG_W 1.0 //Neg PoP #define OIL 3 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float4(0.6,0.5,0.375,0.25) //Fix enables if Value is > 0.0 #define DI_W float4(0.5,0.75,1.25,2.5) //#define FTM 1 //#define DG_Z 0.03 //Min //#define DE_W 0.250 //Auto //#define DI_Z 0.05//Trim #define BMT 1 #define DF_Z 0.125 //#define DL_Y -0.50 //De-Artifact //#define DL_Z 0.750 //Compat Power //#define FMM 1 ///* #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.467, 0.086 , 0.500 , 0.03)//Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.536 , 0.086 , 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( 25.0, 0.0, 25.0,100.0); //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 //*/ #define MMD 4 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 //English / German #define DO_X float4( 0.280 , 0.0165, 0.015 , 0.025 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.7115, 0.0165, 0.265 , 0.021 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.985 , 0.025 , 0.7165, 0.016 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 23.0, 23.0, 23.0, 23.0) //Tresh Hold for Color A & B and Color //Spanish #define DP_X float4( 0.280 , 0.0165, 0.015 , 0.025 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.7205, 0.0165, 0.286 , 0.016 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.985 , 0.025 , 0.718 , 0.0165) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 23.0, 23.0, 23.0, 23.0) //Tresh Hold for Color C & D and Color //Chinese Simple & Korean #define DQ_X float4( 0.2925, 0.0155, 0.985 , 0.025 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.7225, 0.0165, 0.2835, 0.0165 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.985 , 0.025 , 0.7085, 0.0165) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 23.0, 23.0, 23.0, 23.0) //Tresh Hold for Color A1 & A3 and Color //Japaniese / Korean / German #define DR_X float4( 0.293 , 0.0175, 0.015 , 0.025 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.7235, 0.0175, 0.2885, 0.0165) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.985 , 0.025 , 0.7255, 0.0175) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 23.0, 23.0, 23.0, 23.0) //Tresh Hold for Color G & H and Color //#define WSM 2 //#define DB_W 16 //#define DF_X float2(0.1375,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 //#define DAA 1 //#define PEW 1 //#define NFM 1 //#define DSW 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 2 //HQ Tune #define DM_Z 0 //HQ Smooth //#define DM_Y 3 //HQ VRS #elif (App == 0x42EE662D ) //Gotham Knights //#define DS_Z 0 #define DA_W 1 //#define DB_X 1 #define DA_X 0.071 #define DF_Y 0.005 #define DA_Y 25.0 //#define DA_Z -0.000375 #define DB_Z 0.05 #define DE_X 1 #define DE_Y 0.700 #define DE_Z 0.375 //#define AFD 1 #define DG_W -0.05 //Neg PoP #define OIL 3 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float4(0.55,0.35,0.25,0.075) //Fix enables if Value is > 0.0 #define DI_W float4(0.375,0.5,1.5,2.5) //#define FTM 1 //#define DG_Z 0.03 //Min //#define DE_W 0.250 //Auto //#define DI_Z 0.05//Trim #define BMT 1 #define DF_Z 0.025 #define DL_Y 0.300 //De-Artifact #define DL_Z 0.25 //Compat Power ///* //Should work on all Languages. #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.490 , 0.325 , 0.650 , 0.175)//Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.832 , 0.325 , 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, 30.0, 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 //*/ #define MMD 4 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 // English | French | Spanish Spain | German | Italian | Spanish Mexico | Brazil Portu // Polski | Chinese A | Chinese B | Korean #define DO_X float4( 0.087 , 0.097 , 0.057 , 0.185 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.188 , 0.130 , 0.089 , 0.098 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.057 , 0.185 , 0.1435, 0.1355) //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 // Japanese #define DP_X float4( 0.087 , 0.103 , 0.057 , 0.185 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.225 , 0.133 , 0.0, 0.0 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.0, 0.0, 0.0, 0.0 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 30.0, 30.0, 1000.0, 1000.0) //Tresh Hold for Color C & D and Color // Tutorial Pop Up All are close and Isolated I am worried it will Trigger. #define DQ_X float4( 0.200 , 0.100 , 0.200, 0.075 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.211 , 0.090, 0.0, 0.0 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.0, 0.0, 0.0, 0.0 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 30.0, 17.0, 1000.0, 1000.0) //Tresh Hold for Color A1 & A3 and Color // Social | English | French | Spanish Spain | German | Italian | Spanish Mexico | Brazil Portu | Polski // Social | Chinese A | Chinese B | Korean | Japanese #define DR_X float4( 0.087 , 0.090 , 0.057 , 0.171 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.155 , 0.117 , 0.092 , 0.096 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.057 , 0.171 , 0.133 , 0.101 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 30.0, 30.0, 30.0, 30.0) //Tresh Hold for Color G & H and Color //#define WSM 2 //#define DB_W 16 //#define DF_X float2(0.1375,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 //#define DAA 1 //#define PEW 1 //#define NFM 1 #define DSW 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.9 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 0 //HQ Smooth //#define DM_Y 3 //HQ VRS #elif (App == 0xB097DD6F ) //The Last of Us Part 1 #define DS_Z 2 //#define DA_W 1 //#define DB_X 1 #define DA_X 0.06 #define DF_Y 0.00 #define DA_Y 8.0 //#define DA_Z -0.000375 #define DB_Z 0.05 #define DE_X 1 #define DE_Y 0.625 #define DE_Z 0.375 //#define AFD 1 #define DG_W -0.25 #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.5,0.25) //Fix enables if Value is > 0.0 #define DI_W float2(0.25,1.5) //#define FTM 1 //#define DG_Z 0.03 //Min //#define DE_W 0.250 //Auto //#define DI_Z 0.05//Trim #define BMT 1 #define DF_Z 0.125 //#define DL_Y -0.50 //De-Artifact #define DL_Z 0.500 //Compat Power //#define WSM 2 //#define DB_W 16 //#define DF_X float2(0.1375,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 //#define DAA 1 //#define PEW 1 #define RHW 1 #define NFM 1 #define DSW 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.9 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 2 //HQ Tune #define DM_Z 0 //HQ Smooth //#define DM_Y 3 //HQ VRS #elif (App == 0x1BDC0C4C || App == 0x85D2106D || App == 0x29B72DA0 || App == 0xD9E005D8 ) //Quake Enhanced Edition //Steam //Epic //Windows Games Store //GOG #define DA_X 0.05//0.075 #define DF_Y 0.035 #define DA_Y 20.0 //12.5 #define DA_Z-0.0010 #define DB_Z 0.0625 #define DE_X 6 #define DE_Y 0.750 //0.500 #define DE_Z 0.400 #define DG_W -0.125 //disallowed popout //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.500 //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W 0.25 //float2(1.5,7.0) #define BMT 1 #define DF_Z 0.066 #define NDW 1 #define PEW 1 #define DF_X float2(0.1625,0.0) #define DJ_W 0.0 #define WSM 3 #define DB_W 20 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #elif (App == 0x60F440F8 ) //Resident Evil Village #define DA_W 1 //#define DA_Z 0.0004 //-0.65 #define DA_X 0.0625 //0.075 //0.050 #define DF_Y 0.075 #define DA_Y 65.0 //50.0 //85.0 #define DE_X 3 #define DE_Y 0.500 #define DE_Z 0.400 #define DG_W 0.425 //0.725 //Only Detect stuff past the screen. #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.375,0.125) //Fix enables if Value is > 0.0 #define DI_W float2(1.0,3.0) //#define FTM 1 #define BMT 1 #define DF_Z 0.120 #define DG_Z 0.025//0.040 //Min #define DI_Z 0.125 //0.1375 //Trim #define DF_W float4(0.001,0.0015,0.0,0.0) //Edge & Scale //#define DL_Y 0.375 //De-Artifact //#define DL_Z 0.125 //Compat Power #define DJ_X 0.178 //Range Smoothing #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.404, 0.346, 0.000, 0.575) //Pos A = XY White & B = ZW White #define DN_Y float4( 0.5491, 0.4225, 0.0, 0.0) //Pos C = XY Light & 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( 27.0, 1.0, 22.0,1000.0); //Menu Detection Type for A, B, & C. The Last Value is ??? #define DJ_Z float4( 1000., 1000., 1000., 0.0 ); //Set Match Tresh #define RHW 1 #define PEW 1 #define DAA 1 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 2 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0xB52D823E ) //ThymeSia #define DS_Z 2 #define DA_W 1 //#define DB_X 1 #define DA_X 0.07//0.05 //#define DF_Y 0.0025 #define DA_Y 26.0//37.0 //40.0 //35.0 //#define DA_Z -0.030 #define DB_Z 0.100 #define DE_X 1 #define DE_Y 0.400 #define DE_Z 0.400 //#define DG_W 0.2//PoP #define OIF 0.200 //Fix enables if Value is > 0.0 #define DI_W 1.5 //#define FTM 1 //#define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.025//0.050 //0.125 //#define DL_Y 0.400 //De-Artifact #define DL_Z 0.125 //Compat Power #define DJ_X 0.071 //Range Smoothing #define MMD 4 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.451 , 0.0975, 0.500 , 0.120 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.891 , 0.048 , 0.470 , 0.0975 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.120 , 0.891 , 0.048 ) //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( 0.488 , 0.0975, 0.500 , 0.120 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.891 , 0.048 , 0.507 , 0.0975) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.120 , 0.109 , 0.048 ) //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 #define DQ_X float4( 0.526 , 0.0975, 0.500 , 0.120 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.109 , 0.048 , 0.545 , 0.0975) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.500 , 0.120 , 0.109 , 0.048 ) //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( 0.049 , 0.113 , 0.020 , 0.030 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.117 , 0.090 , 0.046 , 0.084 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.500 , 0.084 , 0.080 , 0.239 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 29.0, 29.0, 29.0, 30.0) //Tresh Hold for Color G & H and Color #define FMM 1 // Anti Flicker #define PEW 1 #define FOV 1 //Smooth Mode Setting //#define SMS 1 //SM Toggle Separation #define DL_X 0.875 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 2 //HQ Tune #define DM_Y 0 //HQ VRS #elif (App == 0x920D5D88 ) //Graven //#define DS_Z 2 #define DA_W 1 //#define DB_X 1 #define DA_X 0.0625 #define DF_Y 0.00 #define DA_Y 110.0 #define DA_Z 0.00005 #define DB_Z 0.075 //#define DE_X 1 //#define DE_Y 0.550 //#define DE_Z 0.375 //#define AFD 1 //#define DG_W -0.25 //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 //#define OIF float2(0.5,0.25) //Fix enables if Value is > 0.0 //#define DI_W float2(0.25,1.5) //#define FTM 1 #define DG_Z 0.175//0.200 //Min //#define DE_W 0.125 //Auto #define DI_Z 0.225//0.225//Trim #define DF_W float4(0.125,0.0005,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.0375 //#define DL_Y -0.50 //De-Artifact //#define DL_Z 0.750 //Compat Power #define WSM 3 #define DAA 1 #define PEW 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Z 0 //HQ Smooth //#define DM_Y 3 //HQ VRS #elif (App == 0x57D5CF77 ) //Demonologist //#define DS_Z 2 #define DA_W 1 //#define DB_X 1 #define DA_X 0.01625 #define DF_Y 0.0125 #define DA_Y 30.0 //#define DA_Z -0.000375 #define DB_Z 0.05 #define DE_X 2 #define DE_Y 0.700 #define DE_Z 0.375 #define DG_W 0.250 //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 //#define OIF float2(0.5,0.25) //Fix enables if Value is > 0.0 //#define DI_W float2(0.25,1.5) //#define FTM 1 #define DG_Z 0.100 //0.0375//Min //#define DE_W 0.250 //Auto #define DI_Z 0.04375//0.0375//Trim #define DF_W float4(0.001,0.001,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.125 #define DAA 1 #define NDW 1 #define PEW 1 #define RHW 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.9125 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 0 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0xB53B8500 ) //DEATH STRANDING #define DA_W 1 #define DA_Y 17.5 #define DA_Z 0.000375 #define DA_X 0.05 //#define DB_Z 0.125 #define DF_Y 0.01 #define DE_X 1 #define DE_Y 0.550 #define DE_Z 0.375 //#define DG_W 0.250 #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.350,0.250) //Fix enables if Value is > 0.0 #define DI_W float2(1.0,2.5) #define BMT 1 #define DF_Z 0.100 #define DL_Y 0.375 //De-Artifact #define DL_Z 0.50 //Compat Power #define PEW 1 #define DAA 1 //Smooth Mode Setting //#define SMS 3 #define DL_X 0.90 //#define DL_W 0.5 #define DM_X 2 //#define DM_Y 3 #elif (App == 0xC5A76A71 ) //The Turing Test #define DA_W 1 #define DA_X 0.0246 #define DF_Y 0.0475 #define DA_Y 37.5 #define DA_Z 0.001 #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.925 #define DE_Z 0.250 #define DG_W 2.25//PoP #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.8875,0.85) //Fix enables if Value is > 0.0 #define DI_W float2(2.5,3.0) #define BMT 1 #define DF_Z 0.025//0.110 #define DG_Z 0.045//0.0875//Min #define DE_W 0.30//0.160 //Max #define DI_Z 0.07//0.150 //Trim #define DF_W float4(0.0001,0.0075,0.0,0.0) //Edge & Scale //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune #define DL_W 0.5 //SM Perspective #define DM_X 1 //HQ Tune #define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define PEW 1 #define FOV 1 #elif (App == 0x982FFA35 ) //Ghostwire: Tokyo #define DA_W 1 #define DA_X 0.0246 #define DF_Y 0.025 #define DA_Y 63.75 #define DB_Z 0.025 // #define DE_X 4 #define DE_Y 0.925 #define DE_Z 0.375 #define DG_W 0.5 //Pop #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.875,0.75) //Fix enables if Value is > 0.0 #define DI_W float2(1.0,1.5) #define DF_W float4(0.0001,0.005,0.0,0.0) //Edge & Scale #define DG_Z 0.03//0.040 //Min #define DE_W 0.250 //Max #define DI_Z 0.075//0.055 //Trim #define BMT 1 #define DF_Z 0.025 //In Game Tool Tip 0.629 , 0.428 | 0.590 , 0.500 | 0.629 , 0.9435 #define MDD 2 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.629 , 0.428 , 0.590 , 0.500) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.629 , 0.9435, 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( 0.5825, 0.0 , 0.0, 0.0 ) //Size = Menu [ABC] D E F #define DJ_Y float4( 30.0, 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. #define DJ_Z float4( 1000., 1000., 1000., 0.0 ); //Set Match Tresh #define MMD 3 //Set Multi Menu Detection //Off / On 1 - 4 #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 //In Game Main Menu / Options menu #define DO_X float4( 0.900 , 0.066 , 0.010 , 0.810 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.010 , 0.970 , 0.0465, 0.875 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.047 , 0.125 , 0.050 , 0.093 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 30.0, 17.0, 30.0, 17.0) //Tresh Hold for Color A & B and Color //Missions Map Database / Main Menu #define DP_X float4( 0.0633, 0.094 , 0.275 , 0.080 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.265 , 0.094 , 0.663 , 0.490 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.500 , 0.935 , 0.490 ) //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 //Load Game / Missions Map Skills Database #define DQ_X float4( 0.4705, 0.927 , 0.485 , 0.940 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.5312, 0.952 , 0.0633, 0.094 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.339 , 0.080 ,0.329 , 0.094) //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( 0.000 , 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 #define WSM 3 #define DB_W 27 #define PEW 1 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.825 //SM Tune #define DL_W 0.05 //SM Perspective #define DM_X 1 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define DAA 1 #define PEW 1 #elif (App == 0x3C8DE8E8 ) //Metro Exodus #define DA_W 1 #define DA_X 0.021//0.025 #define DF_Y 0.010 #define DA_Y 22.5 //12.5 #define DA_Z 0.00005 #define DB_Z 0.025 #define DE_X 2 #define DE_Y 0.875 #define DE_Z 0.375 #define DG_W 2.5 // Shift Boundary Out of screen 0.5 and or In screen -0.5 //#define OIL 0 // 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 0.5 // Fix enables if Value is > 0.0 //#define DI_W 0.5 // Like Shift Boundary DG_W But 0 to inf //#define FTM 0 #define DG_Z 0.050 // Min Weapon Hands That are apart of world with Auto and Trim //#define DE_W 0.250 // Auto #define DI_Z 0.125 // Trim #define DF_W float4(0.0001,0.005,0.0,0.0)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.045 // Set the Balance #define DL_Y 0.5 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 1.00 // Compat Power #define DJ_X 0.178 // Range Smoothing #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.459 , 0.275 , 0.0825, 0.150 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.459 , 0.725 , 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 #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 */ //#define WSM 5 // Weapon Setting Mode //#define DB_W 8 // Weapon Profile //#define DF_X float2(0.150,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0.2 // Weapon Depth Limit Location //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune #define DL_W 0.125 //SM Perspective #define DM_X 3 //HQ Tune //#define HQT 1 //HQ Trigger #define DM_Y 0 //HQ VRS #define DAA 1 #define PEW 1 #define FOV 1 #elif (App == 0x312862CF ) //Aliens: Fireteam Elite #define DA_W 1 #define DA_X 0.050 #define DF_Y 0.01 #define DA_Y 25.00 //#define DA_Z -0.0125 #define DE_X 1 #define DE_Y 0.625 #define DE_Z 0.375 //adjusted to make it react faster. //#define DG_W 0.250 #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(0.375,0.125) // 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 DG_Z 0.07 //Added to fix super close to cam issues. //#define DI_Z 0.10 //The cutoff for above value. #define BMT 1 //Added to override auto depth #define DF_Z 0.0125 //Locked adjusted value. #define NDW 1 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune #define DL_W 0.100 //SM Perspective #define DM_X 3 //HQ Tune //#define HQT 1 //HQ Trigger #define DM_Y 0 //HQ VRS #define PEW 1 #elif (App == 0xFE7D9E7E ) //Scorn #define DA_W 1 //#define DB_X 1 #define DA_X 0.0125//0.015 #define DF_Y 0.025 //0.0375 #define DA_Y 300.0 //200.0 #define DA_Z 0.0001 #define DB_Z 0.010 #define DE_X 1 #define DE_Y 0.875 #define DE_Z 0.400 #define DG_W 1.75 //PoP #define OIF 0.250 //Fix enables if Value is > 0.0 #define DI_W 5.0 //#define FTM 1 #define DG_Z 0.01875//0.02//0.015 //Min //#define DE_W 0.75 //Auto #define DI_Z 0.025//0.02//0.050 //Trim #define DF_W float4(0.001,0.0055,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.07 //#define DL_Y 0.375 //De-Artifact 0.1245 #define FOV 1 #define PEW 1 #define RHW 1 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.777 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS #elif (App == 0x13BD25A9 ) //Star Wars Jedi: Survivor #define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.010 #define DA_Y 50.0 //#define DA_Z 0.001 #define DB_Z 0.1 #define DE_X 3 #define DE_Y 0.750 #define DE_Z 0.375 //#define DG_W -0.100 //PoP #define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float3(0.5,0.325,0.10) //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W float3(0.5,1.5,7.5) //float2(1.5,7.0) //#define FTM 1 //#define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim #define DL_Y 0.5 //De-Artifact //#define DL_Z 0.50 //Compat Power //#define WSM 3 //#define DB_W 30 //#define DF_X float2(0.050,0.0) #define PEW 1 //#define RHW 1 //#define NDW 1 //#define SPF 1 //#define DD_W -0.240 //#define LBM 1 //#define DI_X 0.879 #define LBC 1 //Letter Box Correction Offsets With X & Y //#define LBR 0 #define LBE 1 //#define DH_Z 0.0 #define DH_W -0.2375 #define BMT 1 #define DF_Z 0.0125 //Smooth Mode Setting //#define SMS 1 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Y 0 //HQ VRS #elif (App == 0xFF64489D ) //Five Night's At Freddy's: Security Breach #define DA_W 1 #define DA_X 0.03//0.025 #define DF_Y 0.010 #define DA_Y 27.5//40.0 #define DB_Z 0.020 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.400 //#define DG_W 0.500 //Pop #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(0.625,0.5,0.375,0.3) // Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.0,1.5,2.0) // Like Shift Boundary DG_W But 0 to inf // #define DG_Z 0.07 //Min // #define DI_Z 0.05 //Trim #define BMT 1 #define DF_Z 0.025 //0.2506 0.0954 0.420 0.0951-0.09515 //Tab for Watch in game menu | All Languages at 4K #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.2506, 0.0954, 0.500 , 0.1375) //Pos A = XY White & B = ZW Dark #define DN_Y float4( 0.420 , 0.09515, 0.0 , 0.0 ) //Pos C = XY White & 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( 19.0 , 5.0, 19.0, 30.0); //Menu Detection Type #define DJ_Z float4( 1000., 1000., 1000.,0.0); //Set Match Tresh 1000 is off #define WSM 2 #define DB_W 15 #define MMD 4 //Set Multi Menu Detection //Off / On //In-game Options Menu | English | French | Portuges | Russian #define DO_X float4( 0.125 , 0.348 , 0.100 , 0.125 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.233 , 0.390 , 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( 19.0 , 30.0 , 1000.0 , 1000.0 ) //Tresh Hold for Color A1 & A3 and Color //In-Game Video | English | French | German | Italian | Portuges | Spanish //In-Game Pause | English | French | German | Italian | Portuges | Russian | Spanish #define DP_X float4( 0.140 , 0.049 , 0.500 , 0.200 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.221 , 0.092 , 0.400 , 0.227 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.200 , 0.500 , 0.310 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 19.0, 30.0, 19.0, 30.0) //Tresh Hold for Color C & D and Color //In-Game Inventory A | English | French //In-Game Inventory B | German | Italian | Portuges | Russian | Spanish #define DQ_X float4( 0.200 , 0.051 , 0.500 , 0.150 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.210 , 0.094 , 0.200 , 0.051 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.500 , 0.150 , 0.215 , 0.095 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 19.0, 30.0, 19.0, 30.0) //Tresh Hold for Color A1 & A3 and Color //In-Game Inventory C | Asian Languages #define DR_X float4( 0.200 , 0.051 , 0.500 , 0.150 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.235 , 0.095 , 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 //#define AFD 1 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.875 //0.775 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune #elif (App == 0xBE672B63 ) //Grounded #define DA_W 1 #define DA_X 0.025 #define DF_Y 0.020 #define DA_Y 40.0 //37.5 //50.0 #define DB_Z 0.025 #define DE_X 2 #define DE_Y 0.900 #define DE_Z 0.375 #define DG_W 0.625 //Pop #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(0.80,0.75,0.60) // Fix enables if Value is > 0.0 #define DI_W float3(0.75,1.0,1.25) // Like Shift Boundary DG_W But 0 to inf #define DG_Z 0.04//0.024//0.080 //Min #define DI_Z 0.06//0.100 //Trim #define BMT 1 #define DF_Z 0.100 // Only for Night and Day #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.1625, 0.313 , 0.188 , 0.491) //Pos A = XY White & B = ZW White #define DN_Y float4( 0.1625, 0.6685, 0.0, 0.0) //Pos C = XY Light & 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( 0.205, 0.0 , 0.0, 0.0 ) //Size = Menu [ABC] D E F #define DJ_Y float4( 20.0, 0.0, 20.0, 15.0); //Menu Detection Type for A, B, & C. The Last Value is a Shift amount for C. #define DJ_Z float4( 1000., 1000., 1000., 0.0 ); //Set Match Tresh //Since in Game has OS Skins I had to prioritize the defaults// If you find one in game Well good luck setting it here. #define MMD 4 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 // Multi Lingo Options / Classic | Night | High Contrast | LCD for Display #define DO_X float4( 0.0575, 0.061 , 0.500 , 0.043 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.343 , 0.156 , 0.0575, 0.061 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.043 , 0.343 , 0.156 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 25.0, 14.0, 23.0, 19.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.0575, 0.061 , 0.500 , 0.043 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.343 , 0.156 , 0.0575, 0.061 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.043 , 0.343 , 0.156 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 29.0, 17.0, 24.0, 15.0) //Tresh Hold for Color C & D and Color //In game Invetory Status Craft Map Quest Data OS // Lay out Default / Night | Day | High Contrast | LCD #define DQ_X float4( 0.7935, 0.050 , 0.718 , 0.080 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.8635, 0.050 , 0.7935, 0.050 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.718 , 0.080 , 0.8635, 0.050 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 12.0, 16.0, 17.0, 18.0) //Tresh Hold for Color A1 & A3 and Color #define DR_X float4( 0.7935, 0.050 , 0.718 , 0.080 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.8635, 0.050 , 0.7935, 0.050 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.718 , 0.080 , 0.8635, 0.050 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 15.0, 21.0, 12.0, 23.0) //Tresh Hold for Color G & H and Color #define PEW 1 #define NDW 1 //Smooth Mode Setting #define SMS 2 //SM Toggle Separation #define DL_X 0.925 //SM Tune #define DL_W 0.025 //SM Perspective #define DM_X 3 //HQ Tune #elif (App == 0xC06FE818 ) //BorderLands 3 #define DS_Z 2 // Set View Mode #define DA_W 1 #define DA_Y 15.0 #define DA_X 0.030//0.036 #define DF_Y 0.041 #define DB_Z 0.05 #define DS_Y 1 #define DA_Z -1.0 #define DE_X 5 #define DE_Y 0.75 #define DE_Z 0.300 #define DG_W 1.25 //Pop out #define BMT 1 #define DF_Z 0.0125 #define DG_Z 0.070 //Min #define DE_W 0.500 //Auto #define DI_Z 0.100 //Trim #define DF_W float4(0.0001,0.0025,0.0,0.0)// Edge & Scale #define DB_W 5 #define DF_X float2(0.085,0.0) #define NDW 1 #define DAA 1 //Smooth Mode Setting #define SMS 2 //SM Toggle Separation #define DL_X 0.75 //SM Tune #define DL_W 0.0 //SM Perspective #define DM_X 4 //HQ Tune #elif (App == 0x2D1A3028 ) //Bright Memory: Infinite #define DA_W 1 #define DA_X 0.105 #define DF_Y 0.100 #define DA_Y 55.0 //52.5//53.00 #define DB_Z 0.100 //#define DE_X 2 //#define DE_Y 0.750 //.0500 //#define DE_Z 0.375 //#define DG_W 3.0 //popout #define BMT 1 #define DF_Z 0.125 //#define DL_Y -0.75 // De-Artifact Only works on some View Modes and causes performance degredation #define DL_Z 1.00 // Compat Power //#define WSM 2 //Weapon Settings Mode //#define DB_W 24//Weapon Selection #define DG_Z 0.200 //Min #define DE_W 0.500 //Auto #define DI_Z 0.500 //Trim //Smooth Mode Setting #define SMS 2 //SM Toggle Separation #define DL_X 0.750 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Y 0 //HQ VRS #elif (App == 0xAAA18268 ) //Hellblade #define DA_W 1 #define DA_Y 17.5 //was made to reduce artifacts #define DA_X 0.050 #define DF_Y 0.050 #define DE_X 1 #define DE_Y 0.375 #define DE_Z 0.300 #define DG_W 0.375 //Detection was moved back. //#define DG_Z 0.050 //Min New system from RE7 was used //#define DI_Z 0.0625//Trim New system from RE7 was used #define BMT 1 //Disables Auto ZPD #define DF_Z 0.060 //Sets Manual Mode power. #define DL_Y 0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 0.10 // Compat Power #define PEW 1 #define DAA 1 //Smooth Mode Setting #define SMS 2 //SM Toggle Separation #define DL_X 0.750 //SM Tune #define DL_W 0.050 //SM Perspective #elif (App == 0xBAC3D546 ) //Wolfenstine New Colossus II #define DA_X 0.030//0.040 #define DF_Y 0.05 //0.116 #define DA_Y 25.0//15.5 //#define DA_Z -0.0005 //#define DE_X 2 //#define DE_Y 0.500 //#define DE_Z 0.375 //#define DG_W 0.325 //Pop out #define BMT 1 #define DF_Z 0.125 #define DG_Z 0.060 //Min #define DI_Z 0.200 //Trim #define DF_W float4(0.0001,0.007,0.0,0.0)// Edge & Scale #define FPS 0 #define DK_X 2 #define DK_Y 0 #define DK_Z 3 #define DK_W 3 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.800 //SM Tune //#define DL_W 0.050 //SM Perspective //#define DM_X 3 //HQ Tune //#define DM_Z 3 //HQ Smooth #define PEW 1 #elif (App == 0x132AB11B ) //Wolfenstine Youngblood #define DA_X 0.040 #define DF_Y 0.116 #define DA_Y 15.5 //#define DA_Z -0.0005 #define DE_X 2 #define DE_Y 0.500 #define DE_Z 0.375 //#fine DG_W 0.325 //Pop out #define BMT 1 #define DF_Z 0.116 #define DG_Z 0.070 //Min #define DI_Z 0.225 //Trim #define SMS 2 //SM Toggle Separation #define DL_X 0.75 //SM Tune #define DL_W 0.050 //SM Perspective //#define DM_X 3 //HQ Tune #define DM_Z 3 //HQ Smooth #define LBC 1 //Letter Box Correction #define LBS 1 //Letter Box Sensitivity #define DH_Z 0.0 //Pos offset X #define DH_W -0.240//Pos offset Y #define FPS 0 #define DK_X 2 #define DK_Y 0 #define DK_Z 3 #define DK_W 1 #define PEW 1 #define NDW 1 #define DAA 1 #elif (App == 0x7E3EA11D ) //EastShade #define DA_W 1 #define DB_X 1 #define DA_X 0.025 #define DF_Y 0.010 #define DA_Y 17.5 //#define DA_Z -0.025 #define DB_Z 0.025 #define DE_X 3 #define DE_Y 0.750 #define DE_Z 0.375 #define DG_W -0.125 //nEGPop #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(0.625,0.5,0.275) // Fix enables if Value is > 0.0 #define DI_W float3(0.25,1.0,1.5) // Like Shift Boundary DG_W But 0 to inf //#define DG_Z 0.025 //Min //#define DI_Z 0.045 //Trim #define BMT 1 #define DF_Z 0.25 #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.195 , 0.500 , 0.805 , 0.500) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.512 , 0.938 , 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( 26.0, 26.0, 24.0, 1.0); //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 #define MMD 4 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.378 , 0.168 , 0.293 , 0.055 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.700 , 0.762 , 0.213 , 0.091 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.781 , 0.897 , 0.7875, 0.909 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 21.0, 21.0, 21.0) //Tresh Hold for Color A & B and Color //English German Russian French //Chinese #define DP_X float4( 0.292 , 0.943 , 0.4907, 0.9035) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.686 , 0.500 , 0.292 , 0.943 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.493 , 0.901 , 0.686 , 0.500 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 18.0, 22.0, 18.0, 22.0) //Tresh Hold for Color C & D and Color //English German Russian French //Chinese #define DQ_X float4( 0.240 , 0.943, 0.5135, 0.9035) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.745 , 0.900 , 0.240 , 0.943 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.4975 , 0.901 , 0.745 , 0.900 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 18.0, 22.0, 18.0, 22.0) //Tresh Hold for Color A1 & A3 and Color //Option menus //Contoller painting #define DR_X float4( 0.2185, 0.137 , 0.775 , 0.150 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.7815, 0.862 , 0.161 , 0.518 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.1915, 0.575 , 0.840 , 0.518 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 18.0, 18.0, 26.0, 26.0) //Tresh Hold for Color G & H and Color #define PEW 1 #define DSW 1 //Smooth Mode Setting #define SMS 2 //SM Toggle Separation #define DL_X 0.850 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 #define DJ_X 0.042 //Range Smoothing #elif (App == 0x142EDFD6 || App == 0x2A0ECCC9 || App == 0x8B0C2031 ) //DOOM 2016 **** #define DA_Y 23.0 //#define DA_Z -0.00010 #define DA_X 0.07 #define DB_Z 0.050 #define DF_Y 0.0125 #define DE_X 4 #define DE_Y 0.800 #define DE_Z 0.400 #define DG_W -0.375 //nEGPop #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(0.5,0.375,0.175,0.100) // Fix enables if Value is > 0.0 #define DI_W float4(-0.125,0.5,1.75,6.0) // Like Shift Boundary DG_W But 0 to inf #define DB_W 8 //#define DG_Z 0.001 #define BMT 1 #define DF_Z 0.250 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.050 //SM Perspective //#define DM_X 3 //HQ Tune //#define DM_Z 3 //HQ Smooth #define PEW 1 #elif (App == 0xA1D04FDC ) //Dishonored //#define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.005 #define DA_Y 70.0 //#define DA_Z 0.001 #define DB_Z 0.05 #define DE_X 4 #define DE_Y 0.750 #define DE_Z 0.375 //#define AFD 1 #define DG_W -0.25 //PoP #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.50,0.375) //Fix enables if Value is > 0.0 #define DI_W float2(0.0,1.0) //#define FTM 1 //#define DG_Z 0.055 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.075 //Trim //#define DL_Y 0.7 //De-Artifact //#define DL_Z 0.50 //Compat Power #define WSM 2 #define DB_W 20 #define PEW 1 #define NFM // #define BMT 1 #define DF_Z 0.100 #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.025 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS #elif (App == 0xDB778A3B ) //Portal 2 **** //#define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.000 #define DA_Y 25.0 #define DA_Z 0.001 #define DB_Z 0.050 #define DE_X 4 #define DE_Y 0.7 #define DE_Z 0.375 #define DG_W -0.125 //nEGPop //#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 0.45 // Fix enables if Value is > 0.0 #define DI_W 0.25 // Like Shift Boundary DG_W But 0 to inf //#define DG_Z 0.025 //Min //#define DI_Z 0.045 //Trim #define BMT 1 #define DF_Z 0.25 #define WSM 5 #define DB_W 10 #define DSW 1 #define PEW 1 #elif (App == 0x2D950D30 ) //Fallout 4 #define DA_X 0.025 #define DF_Y 0.012 //#define DA_Z 0.001 #define DA_Y 15.0 #define DE_X 5 #define DE_Y 0.75 #define DE_Z 0.375 //#define DG_W -0.125 //Neg Pop out //#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 0.5 // Fix enables if Value is > 0.0 #define DI_W 0.5 // Like Shift Boundary DG_W But 0 to inf #define BMT 1 #define DF_Z 0.15 //#define DL_Y -0.75 // De-Artifact Only works on some View Modes and causes performance degredation #define DL_Z 0.00 // Compat Power #define DB_W 6 #define FOV 1 #define RHW 1 #define DSW 1 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.9 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #elif (App == 0xC4F2128F ) //Golf With Your Firends #define DA_W 1 #define DB_X 1 #define DA_X 0.025 #define DF_Y 0.010 #define DA_Y 125.0 //#define DA_Z 0.001 #define DB_Z 0.025 #define DE_X 3 #define DE_Y 0.750 #define DE_Z 0.375 //#define DG_W -0.100 //PoP #define OIL 3 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float4(0.5,0.375,0.125,0.0625) //float2(0.265,0.001) //Fix enables if Value is > 0.0 #define DI_W float4(0.625,2.5,5.0,10.0) //float2(1.5,7.0) //#define FTM 1 //#define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.50 //Compat Power //#define WSM 3 //#define DB_W 30 //#define DF_X float2(0.050,0.0) #define PEW 1 //#define RHW 1 //#define NDW 1 //#define SPF 1 //#define DD_W -0.240 //#define LBM 1 //#define DI_X 0.879 #define BMT 1 #define DF_Z 0.05 //Smooth Mode Setting //#define SMS 1 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Y 0 //HQ VRS #elif (App == 0x9CB2064D ) //GTFO #define DA_W 1 #define DB_X 1 #define DA_X 0.025 #define DF_Y 0.015 #define DA_Y 460.0 #define DA_Z -0.1 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 #define DE_X 4 #define DE_Y 0.750 #define DE_Z 0.375 #define DG_W -0.5 //PoP #define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float3(0.5,0.375,0.25) //Fix enables if Value is > 0.0 #define DI_W float3(0.0,0.5,1.0) //#define FTM 1 //#define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim //#define DL_Y -0.5 //De-Artifact //#define DL_Z 0.50 //Compat Power #define WSM 2 #define DB_W 8 #define DF_X float2(0.175,0.0) #define PEW 1 #define ARW 1 //#define RHW 1 //#define NDW 1 //#define SPF 1 //#define DD_W -0.240 //#define LBM 1 //#define DI_X 0.879 #define BMT 1 #define DF_Z 0.2 //Smooth Mode Setting //#define SMS 1 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Y 0 //HQ VRS #elif (App == 0x9CD42ABF ) //The Beast Inside #define DA_W 1 //#define DB_X 1 #define DA_X 0.0195 #define DF_Y 0.015 #define DA_Y 52.5 #define DA_Z 0.001 #define DB_Z 0.05 #define DE_X 2 #define DE_Y 0.875 #define DE_Z 0.375 //#define DG_W -0.5 //PoP #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.75,0.5) //Fix enables if Value is > 0.0 #define DI_W float2(0.5,1.5) //#define FTM 1 #define DG_Z 0.095 //Min //#define DE_W 0.75 //Auto #define DI_Z 0.045 //Trim #define DF_W float4(0.001,0.0025,0.0,0.0) //Edge & Scale #define DL_Y 0.5 //De-Artifact #define DL_Z 0.50 //Compat Power #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.013 , 0.078 , 0.010 , 0.500 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.121 , 0.094 , 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 #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 */ //#define WSM 2 //#define DB_W 8 //#define DF_X float2(0.050,0.0) #define PEW 1 //#define RHW 1 //#define NDW 1 //#define SPF 1 //#define DD_W -0.240 //#define LBM 1 //#define DI_X 0.879 #define SDU 1 #define BMT 1 #define DF_Z 0.15 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 0 //HQ VRS #elif (App == 0x56E482C9 ) //DreamFall Chapters //#define DA_W 1 #define DB_X 1 #define DA_X 0.0375 #define DF_Y 0.0375 #define DA_Y 12.5 #define DA_Z -0.001 #define DB_Z 0.050 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.375 #define DG_W -0.25 //Pop #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.5,0.375) //Fix enables if Value is > 0.0 #define DI_W float2(0.0,1.0) //#define DG_Z 0.1400 //Min //#define DI_Z 0.1425 //Trim #define BMT 1 #define DF_Z 0.100 //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 // #define DN_X float4( 0.125, 0.105 , 0.940 , 0.922) //Pos A = XY White & B = ZW White // #define DN_Y float4( 0.125, 0.43825, 0.0, 0.0) //Pos C = XY Light & D = ZW Match #define DN_X float4( 0.095, 0.322 , 0.9425, 0.152) //Pos A = XY White & B = ZW White #define DN_Y float4( 0.095, 0.575 , 0.0, 0.0) //Pos C = XY Light & 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( 29, 30.0, 29.0, 15.0); //Menu Detection Type for A, B, & C. The Last Value is a Shift amount for C. #define DJ_Y float4( 30, 30.0, 30.0, 1000.0); //Menu Detection Type for A, B, & C. The Last Value is a Shift amount for C. #define DJ_Z float4( 1000., 1000., 1000., 0.0 ); //Set Match Tresh #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.500 , 0.093 , 0.500 , 0.090 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.940 , 0.9145, 0.650 , 0.093 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.090 , 0.940 , 0.9145 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 18.0, 30.0, 18.0, 30.0) //Tresh Hold for Color A & B and Color #define DS_Y 1 #define SDU 1 #define PEW 1 //Smooth Mode Setting #define SMS 2 //SM Toggle Separation #define DL_X 0.900 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune #elif (App == 0x95BD2B21 ) //Shadow of a Doubt #define DA_W 1 #define DB_X 1 #define DA_X 0.025 #define DF_Y 0.040 #define DA_Y 100.0 //#define DA_Z -0.001 #define DB_Z 0.050 //#define DE_X 1 //#define DE_Y 0.750 //#define DE_Z 0.375 //#define DG_W -0.25 //Pop //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 //#define OIF float2(0.5,0.375) //Fix enables if Value is > 0.0 //#define DI_W float2(0.0,1.0) //#define FTM 1 #define DG_Z 0.040 //Min //#define DE_W 0.75 //Auto #define DI_Z 0.050 //Trim #define DF_W float4(0.001,0.0045,0.0,0.0) //Edge & Scale #define BMT 1 #define DF_Z 0.100 //#define DM_Y 3 //HQ VRS //#define DL_Y 0.375 //De-Artifact 0.1245 #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.140 , 0.0425, 0.620 , 0.929 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.620 , 0.109 , 0.140 , 0.0425 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.190 , 0.929 , 0.620 , 0.109 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 27.0, 28.0, 27.0, 28.0 ) //Tresh Hold for Color A & B and Color //#define DS_Y 1 //#define SDU 1 #define PEW 1 //Smooth Mode Setting #define SMS 2 //SM Toggle Separation #define DL_X 0.950 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune #elif (App == 0x47C6537E ) //Warhammer 40000 Boltgun #define DA_W 1 //#define DB_X 1 #define DA_X 0.070 #define DF_Y 0.000 #define DA_Y 250.0 #define DA_Z -0.25 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 #define DE_X 4 #define DE_Y 0.750 #define DE_Z 0.375 #define DG_W -0.25 //Pop #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.625,0.5) //Fix enables if Value is > 0.0 #define DI_W float2(0.0,0.25) //#define FTM 1 //#define DG_Z 0.040 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.050 //Trim #define BMT 1 #define DF_Z 0.2 //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation #define DL_Z 1.00 // Compat Power #define WSM 4 #define DB_W 9 //#define DF_X float2(0.050,0.0) //#define DS_Y 1 //#define SDU 1 #define PEW 1 #define RHW 1 //Smooth Mode Setting #define SMS 2 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 2 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0x2AB9ECF9) //System ReShock Updated #define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.020 #define DA_Y 250.0 #define DA_Z -0.5 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.04 //#define ABE 0 #define DE_X 1 #define DE_Y 0.700 #define DE_Z 0.375 #define DG_W 2.0 //Pop //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.5 //Fix enables if Value is > 0.0 #define DI_W 4.5 //#define FTM 1 #define DG_Z 0.045 //Min #define DE_W 0.45 //Auto #define DI_Z 0.050 //Trim #define DF_W float4(0.0001,0.003,0.0,0.035) //Edge & Scale #define BMT 1 #define DF_Z 0.15 //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 1.00 // Compat Power //#define WSM 4 //#define DB_W 9 //#define DF_X float2(0.050,0.0) //#define DS_Y 1 //#define SDU 1 #define PEW 1 #define DSW 1 //#define RHW 1 //Smooth Mode Setting #define SMS 2 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0xFE54BF56 ) //No One Lives Forever and 2 #define DA_X 0.0375 #define WSM 10 #define OW_WP "Read Help & Change Me\0Custom WP\0No One Lives Forever\0No One Lives Forever 2\0" #define WPW 1 #define RHW 1 #elif (App == 0xA300000 || App == 0xA400000 ) //Alien VS Preditor 2 & Primal Hunt //#define DA_W 1 //#define DB_X 1 #define DA_X 0.035 #define DF_Y 0.020 #define DA_Y 26.0 //#define DA_Z -0.001 #define DB_Z 0.1 #define DE_X 4 #define DE_Y 0.500 #define DE_Z 0.375 #define DG_W 0.0 //Pop //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 //#define OIF float2(0.7,0.5) //Fix enables if Value is > 0.0 //#define DI_W float2(2.0,4.5) //#define FTM 1 //#define DG_Z 0.035 //Min //#define DE_W 0.00 //Auto //#define DI_Z 0.06 //Trim //#define DF_W float3(0.0001,0.0025,0.275) //Edge & Scale #define BMT 1 #define DF_Z 0.25 #define WSM 11 #define OW_WP "Read Help & Change Me\0Custom WP\0Aliens VS Predator 2\0Aliens VS Predator 2 WIP\0" #define WPW 1 #define NDG 1 #define RHW 1 #elif (App == 0x7281105 || App == 0x8C01E44B ) //Amnesia Bunker //#define DA_W 1 //#define DB_X 1 #define DA_X 0.015 #define DF_Y 0.025 #define DA_Y 105.0 #define DA_Z 0.00025 #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 #define DE_X 2 #define DE_Y 0.750 #define DE_Z 0.375 #define DG_W 0.5 //Pop //#define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF 0.625 //Fix enables if Value is > 0.0 #define DI_W 1.0 //#define FTM 1 #define DG_Z 0.020 //Min //#define DE_W 0.00 //Auto #define DI_Z 0.100 //Trim #define DF_W float4(0.0001,0.000,0.400,0.005) //Edge & Scale #define BMT 1 #define DF_Z 0.25 //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 1.00 // Compat Power #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.4055,0.2664 , 0.405, 0.510) //Pos A = XY White & B = ZW White #define DN_Y float4( 0.3983, 0.880 , 0.0, 0.0) //Pos C = XY Light & 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( 20.0, 0.0, 29.0, 21.0); //Menu Detection Type for A, B, & C. The Last Value is a Shift amount for C. #define DJ_Z float4( 1000., 1000., 1000., 0.0 ); //Set Match Tresh #define MMD 4 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.3983, 0.880 , 0.405 , 0.510 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.4055, 0.2664 , 0.3983, 0.880 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.405 , 0.510 , 0.4055, 0.2664 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 28.0, 15.0, 28.0, 16.0 ) //Tresh Hold for Color A & B and Color // #define DP_X float4( 0.0764 , 0.345 , 0.055, 0.500 ) //Pos C1 = XY Color & C2 = ZW Black // #define DP_Y float4( 0.0564 , 0.9426 , 0.0764 , 0.345 ) //Pos C3 = XY Color & D1 = ZW Color // #define DP_Z float4( 0.055, 0.500 , 0.040923, 0.933 ) //Pos D2 = XY Black & D3 = ZW Color // #define DP_W float4( 23.0, 23.0, 23.0, 30.0) //Tresh Hold for Color C & D and Color #define DP_X float4( 0.3983, 0.880 , 0.405 , 0.510 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.4055, 0.2664 , 0.3983, 0.880 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.405 , 0.510 , 0.4055, 0.2664 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 28.0, 19.0, 29.0, 19.0) //Tresh Hold for Color C & D and Color // #define DQ_X float4( 0.07723 , 0.125 , 0.055 , 0.500 ) //Pos C1 = XY Color & C2 = ZW Black // #define DQ_Y float4( 0.0564, 0.9426, 0.07723 , 0.125 ) //Pos C3 = XY Color & D1 = ZW Color // #define DQ_Z float4( 0.055 , 0.500 , 0.040923,0.933) //Pos D2 = XY Black & D3 = ZW Color // #define DQ_W float4( 23.0, 23.0, 23.0, 30.0) //Tresh Hold for Color A1 & A3 and Color #define DQ_X float4( 0.3983, 0.880 , 0.405 , 0.510 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.4055, 0.2664 , 0.3983, 0.880 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.405 , 0.510 , 0.4055, 0.2664 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 28.0, 18.0, 29.0, 18.0) //Tresh Hold for Color A1 & A3 and Color #define DR_X float4( 0.3983, 0.880 , 0.405 , 0.510 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.4055, 0.2664 , 0.3983, 0.880 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.405 , 0.510 , 0.4055, 0.2664 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 28.0, 17.0, 29.0, 17.0) //Tresh Hold for Color G & H and Color //#define WSM 4 //#define DB_W 9 //#define DF_X float2(0.050,0.0) //#define DS_Y 1 //#define SDU 1 #define FPS 2 // FPS Focus Settings #define DK_X 2 #define DK_Y 0 #define DK_Z 3 #define DK_W 3 //Set speed #define PEW 1 #define DSW 1 //#define RHW 1 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0x99D666E ) //Layers of Fear 2023 dx12 //#define DS_Z 2 #define DA_W 1 //#define DB_X 1 #define DA_X 0.015 // 0.025 #define DF_Y 0.02 #define DA_Y 4700.0 //2750.0 #define DA_Z -1.0 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.001 #define DE_X 1 // ZPD Boundary #define DE_Y 0.125 // 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 1.5 // 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(0.05,0.02,0.01,0.005) // Fix enables if Value is > 0.0 #define DI_W float4(10.00,15.0,50.0,75.0) // Like Shift Boundary DG_W But 0 to inf //#define FTM 4 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly and 4 is the largest number. #define DG_Z 0.0375 // Min Weapon Hands That are apart of world with Auto and Trim #define DS_X float3(0.0,0,2)// 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 0.0375 // Trim #define DF_W float4(0.0001,0.0,0.25,0.0)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.100 // Set the Balance //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 1.00 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#define DF_X float2(0,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0 // Weapon Depth Limit Location #define PEW 1 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0x29315181 ) //Smushi Come Home //#define DS_Z 2 #define DA_W 1 #define DB_X 1 #define DA_X 0.025 #define DF_Y 0.00 #define DA_Y 200.0 //#define DA_Z -0.0001 // Linerzation Offset //#define DS_Y 0 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 #define DE_X 1 // ZPD Boundary #define DE_Y 0.500 // 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 0.250 // 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(0.250,0.125,0.05,0.025) // Fix enables if Value is > 0.0 #define DI_W float4(1.00,1.75,2.5,12.5) // 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 0.0375 // Min Weapon Hands That are apart of world with Auto and Trim //#define DE_W 0.250 // Auto //#define DI_Z 0.0375 // Trim //#define DF_W float3(0,0,0)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.150 // Set the Balance //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation #define DL_Z 1.00 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#define DF_X float2(0,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0 // Weapon Depth Limit Location #define PEW 1 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0x8946F94D ) //Star Rail //#define DS_Z 2 #define DA_W 1 #define DB_X 1 #define DA_X 0.025 #define DF_Y 0.005 #define DA_Y 120.0 //#define DA_Z -0.0001 // Linerzation Offset //#define DS_Y 0 // Linerzation Offset Effects only distance if true #define DB_Z 0.100 #define DE_X 2 // ZPD Boundary #define DE_Y 0.700 // Set ZPD Boundary Level Zero #define DE_Z 0.4375 // 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 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(0.4,0.3,0.2,0.125) // Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.5,3.500,5.0) // 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 0.0375 // Min Weapon Hands That are apart of world with Auto and Trim //#define DE_W 0.250 // Auto //#define DI_Z 0.0375 // Trim //#define DF_W float3(0,0,0)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.10 // Set the Balance //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation #define DL_Z 1.00 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#define DF_X float2(0,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0 // Weapon Depth Limit Location #define PEW 1 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0x33EC163B) //Diablo IV #define DS_Z 3 //#define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.1 #define DA_Y 200.0 #define DA_Z 0.0005// 0.005 #define DB_Z 0.025 #define DE_X 4 #define DE_Y 0.5 #define DE_Z 0.375 #define DG_W -0.25 //Pop #define OIL 3 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float4(0.6,0.3125,0.25,0.175) //Fix enables if Value is > 0.0 #define DI_W float4(0.25,1.5,2.0,4.0) //#define FTM 1 //#define DG_Z 0.035 //Min //#define DE_W 0.00 //Auto //#define DI_Z 0.06 //Trim //#define DF_W float3(0.0001,0.0025,0.275) //Edge & Scale #define BMT 1 #define DF_Z 0.2 //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation #define DL_Z 0.375 // Compat Power #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.500, 0.111 , 0.528, 0.063 ) //Pos A = XY White & B = ZW White #define DN_Y float4( 0.913, 0.072 , 0.0, 0.0) //Pos C = XY Light & 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( 5.0, 0.0, 27.0, 6.0); //Menu Detection Type for A, B, & C. The Last Value is a Shift amount for C. #define DJ_Z float4( 1000., 1000., 1000., 0.0 ); //Set Match Tresh #define MMD 4 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.333 , 0.884 , 0.661 , 0.067 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.665 , 0.356 , 0.333 , 0.884 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.661 , 0.067 , 0.665 , 0.356 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 24.0, 19.0, 25.0, 20.0 ) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.333 , 0.884 , 0.661 , 0.067 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.633 , 0.500 , 0.333 , 0.884 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.661 , 0.067 , 0.633 , 0.500 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 24.0, 21.0, 25.0, 22.0) //Tresh Hold for Color C & D and Color #define DQ_X float4( 0.095 , 0.779 , 0.661 , 0.067 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.665 , 0.356 , 0.095 , 0.779 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.661 , 0.067 , 0.665 , 0.356 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 24.0, 19.0, 25.0, 20.0) //Tresh Hold for Color A1 & A3 and Color #define DR_X float4( 0.333 , 0.884 , 0.661 , 0.067 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.633 , 0.500 , 0.095 , 0.779 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.661 , 0.067 , 0.633 , 0.500 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 24.0, 21.0, 25.0, 22.0) //Tresh Hold for Color G & H and Color #define WSM 4 #define DB_W 11 //#define DF_X float2(0.050,0.0) //#define DS_Y 1 //#define SDU 1 #define WHM 1 //Weapon Hand Masking lets you use DT_Z #define DT_Z 0.1 //Masking Power #define PEW 1 #define DSW 1 //#define RHW 1 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0xD4CDCAAF ) //Daikatana //#define DS_Z 2 //#define DA_W 1 #define DB_X 1 #define DA_X 0.025 #define DF_Y 0.000 #define DA_Y 50.0 //#define DA_Z -0.0001 // Linerzation Offset //#define DS_Y 0 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 #define DE_X 4 // 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 0.250 // 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(0.5,0.375,0.250) // Fix enables if Value is > 0.0 #define DI_W float3(0.5,1.0,1.5) // 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 0.0375 // Min Weapon Hands That are apart of world with Auto and Trim //#define DE_W 0.250 // Auto //#define DI_Z 0.0375 // Trim //#define DF_W float3(0,0,0)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.250 // Set the Balance //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 1.00 // Compat Power #define WSM 4 // Weapon Setting Mode #define DB_W 5 // Weapon Profile //#define DF_X float2(0,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0 // Weapon Depth Limit Location #define RHW 1 #define DSW 1 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0x822AF64D ) //The Outer Worlds #define DA_W 1 #define DA_X 0.050 #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DA_Y 52.5 #define DB_Z 0.075 #define DE_X 6 //#define DK_X 2 #define BMT 1 //BMT 1 needs DF_Z set to a value from 0.0-0.250 #define DG_Z 0.0125//Min #define DE_W 0.170 #define DI_Z 0.070//Trim #define DJ_W 0.125 #define DL_Z 0.25 // Compat Power #define SMS 1 //SM Toggle Separation #define DL_X 0.950 //SM Tune #define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 4 //HQ Smooth #define WSM 12 #define OW_WP "Read Help & Change Me\0Custom WP\0The Outer Worlds\0The Outer Worlds Spacer Ed\0" #if IS_DX12 #define DB_W 3 #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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.6,0.5,0.375,0.250) // Fix enables if Value is > 0.0 #define DI_W float4(0.0,0.5,1.25,2.5) // Like Shift Boundary DG_W But 0 to inf #define DF_Y 0.065 #define DF_Z 0.15 #define DA_Z -0.75 #else #define DB_W 2 #define DE_Y 0.625 // 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(0.5,0.375,0.250) // Fix enables if Value is > 0.0 #define DI_W float3(0.5,1.25,2.5) // Like Shift Boundary DG_W But 0 to inf #define DF_Y 0.07 #define DF_Z 0.125 #define DA_Z -1.0 #endif #define DF_X 0.250 #define FPS 2 #define DK_X 2 //FPS Focus #define DK_Y 0 #define DK_Z 1 #define DK_W 2 //Set speed #define PEW 1 #define FOV 1 #define DAA 1 #elif (App == 0x894347CF) //MassEffect Andromeda #define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.025 #define DA_Y 62.5 //#define DA_Z -0.001 #define DB_Z 0.09 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.375 #define DG_W 0.0 //Pop #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.5,0.25) //Fix enables if Value is > 0.0 #define DI_W float2(0.5,1.0) //#define FTM 1 //#define DG_Z 0.035 //Min //#define DE_W 0.00 //Auto //#define DI_Z 0.06 //Trim //#define DF_W float3(0.0001,0.0025,0.275) //Edge & Scale #define BMT 1 #define DF_Z 0.25 //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 1.00 // Compat Power //#define WSM 4 //#define DB_W 9 //#define DF_X float2(0.050,0.0) //#define DS_Y 1 //#define SDU 1 #define PEW 1 #define DSW 1 //#define RHW 1 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0xCA34D9EB) //Inside the Backrooms #define DA_W 1 #define DB_X 1 #define DA_X 0.025 #define DF_Y 0.0275 #define DA_Y 22.5 //#define DA_Z -0.001 #define DB_Z 0.05 #define DE_X 2 #define DE_Y 0.750 #define DE_Z 0.375 /* #define DG_W 0.0 //Pop #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.5,0.25) //Fix enables if Value is > 0.0 #define DI_W float2(0.5,1.0) */ //#define FTM 1 #define DG_Z 0.025 //Min //#define DE_W 0.00 //Auto #define DI_Z 0.125 //Trim #define DF_W float4(0.0001,0.0025,0.05,0) //Edge & Scale #define BMT 1 #define DF_Z 0.5 //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 1.00 // Compat Power #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.349, 0.195 , 0.3741, 0.1785) //Pos A = XY White & B = ZW White #define DN_Y float4( 0.376, 0.848 , 0.0, 0.0) //Pos C = XY Light & 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, 2.0, 30.0, 1000.0); //Menu Detection Type for A, B, & C. The Last Value is a Shift amount for C. #define DJ_Z float4( 1000., 1000., 1000., 0.0 ); //Set Match Tresh //#define WSM 4 //#define DB_W 9 //#define DF_X float2(0.050,0.0) //#define DS_Y 1 //#define SDU 1 #define PEW 1 //#define DSW 1 //#define RHW 1 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0xD4D6C603) //Alice Madness Returns //#define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.0125 #define DA_Y 75.0 //#define DA_Z -0.001 #define DB_Z 0.05 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.375 #define DG_W 0.0 //Pop #define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float3(0.5,0.3,0.25) //Fix enables if Value is > 0.0 #define DI_W float3(0.75,1.5,2.5) //#define FTM 1 //#define DG_Z 0.025 //Min //#define DE_W 0.00 //Auto //#define DI_Z 0.125 //Trim //#define DF_W float3(0.0001,0.0025,0.05) //Edge & Scale #define BMT 1 #define DF_Z 0.2 //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 1.00 // Compat Power #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.325 , 0.100 , 0.4759, 0.659 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.783 , 0.948 , 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( 26.0, 23.0, 1000.0, 1000.0 ) //Tresh Hold for Color A & B and Color //#define WSM 4 //#define DB_W 9 //#define DF_X float2(0.050,0.0) //#define DS_Y 1 //#define SDU 1 #define PEW 1 #define DSW 1 #define DAA 1 //#define RHW 1 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.8 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0x99E35C9B) //Outlast Trials #define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.0 #define DA_Y 100.0 //#define DA_Z -0.001 #define DB_Z 0.05 #define DE_X 1 #define DE_Y 0.5 #define DE_Z 0.375 #define DG_W 0.0 //Pop #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.375,0.250) //Fix enables if Value is > 0.0 #define DI_W float2(1.0,1.5) //#define FTM 1 //#define DG_Z 0.025 //Min //#define DE_W 0.00 //Auto //#define DI_Z 0.125 //Trim //#define DF_W float3(0.0001,0.0025,0.05) //Edge & Scale #define BMT 1 #define DF_Z 0.25 //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 1.00 // Compat Power #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.305 , 0.116 , 0.500 , 0.025 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.066 , 0.177 , 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 WSM 4 //#define DB_W 9 //#define DF_X float2(0.050,0.0) //#define DS_Y 1 //#define SDU 1 #define LBC 1 #define LBE 2 #define LBR 1 #define DH_Z 0.053 #define DH_W -0.084 #define PEW 1 //#define DSW 1 //#define DAA 1 //#define RHW 1 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0x6A00404B) //A Plague Tale Requiem #define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.01 #define DA_Y 45.0//43.75 //#define DA_Z -0.5 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.375 #define DG_W -0.250 //Pop #define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float3(0.625,0.5,0.25) //Fix enables if Value is > 0.0 #define DI_W float3(0.25,0.5,1.5) //#define FTM 1 //#define DG_Z 0.025 //Min //#define DE_W 0.00 //Auto //#define DI_Z 0.125 //Trim //#define DF_W float3(0.0001,0.0025,0.05) //Edge & Scale #define BMT 1 #define DF_Z 0.200 #define DL_Y 0.50 // De-Artifact Only works on some View Modes and causes performance degredation #define DB_Y 1.0 // De-Artifact Scale #define DL_Z 0.0 // Compat Power #define DJ_X 0.071 // Range Smoothing //Title Screen #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.261, 0.220 , 0.240 , 0.194 ) //Pos A = XY White & B = ZW White #define DN_Y float4( 0.804, 0.260 , 0.0, 0.0) //Pos C = XY Light & 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, 2.0, 30.0, 29.0); //Menu Detection Type for A, B, & C. The Last Value is a Shift amount for C. #define DJ_Z float4( 1000., 1000., 1000., 0.0 ); //Set Match Tresh //Select A Slot #define MMD 5 //Set Multi Menu Detection //Off / On #define MMS 1 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.500 , 0.259 , 0.500 , 0.252 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.500 , 0.882 , 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( 17.0, 17.0, 1000.0, 1000.0) //Tresh Hold for Color A & B and Color //Generic Loading screen #define DP_X float4( 0.300 , 0.500 , 0.500 , 0.975 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.700 , 0.500 , 0.250 , 0.500 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.975 , 0.750 , 0.500 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 5.0, 5.0, 5.0, 5.0) //Tresh Hold for Color C & D and Color //Main Menu Settings and Loading Screen 7 #define DQ_X float4( 0.500 , 0.291 , 0.500 , 0.862 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.500 , 0.050 , 0.100 , 0.925 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.484 , 0.500 , 0.900 , 0.925 ) //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 //2nd Main Menu KB & Controller #define DR_X float4( 0.841 , 0.903 , 0.854 , 0.935 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.869 , 0.930 , 0.706 , 0.900 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.706 , 0.905 , 0.856 , 0.933 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 26.0, 26.0, 30.0, 30.0) //Tresh Hold for Color G & H and Color //Loading Screen 1/3/6 and last #define DU_X float4( 0.100 , 0.925 , 0.4355, 0.500 ) //Pos I1 = XY Color & I2 = ZW Black #define DU_Y float4( 0.900 , 0.925 , 0.100 , 0.925 ) //Pos I3 = XY Color & J1 = ZW Color #define DU_Z float4( 0.415 , 0.500 , 0.900 , 0.925 ) //Pos J2 = XY Black & J3 = ZW Color #define DU_W float4( 30.0, 30.0, 30.0, 30.0) //Tresh Hold for Color I & J and Color //Loading Screen 2/5 and 4 #define DV_X float4( 0.100 , 0.925 , 0.459 , 0.500 ) //Pos K1 = XY Color & K2 = ZW Black #define DV_Y float4( 0.900 , 0.925 , 0.100 , 0.925 ) //Pos K3 = XY Color & L1 = ZW Color #define DV_Z float4( 0.439 , 0.500 , 0.900 , 0.925 ) //Pos L2 = XY Black & L3 = ZW Color #define DV_W float4( 30.0, 30.0, 30.0, 30.0) //Tresh Hold for Color K & L and Color //#define WSM 4 //#define DB_W 9 //#define DF_X float2(0.050,0.0) //#define DS_Y 1 //#define SDU 1 #define PEW 1 #define DSW 1 #define DAA 1 //#define RHW 1 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.875 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0x85C3019A) //Road 96 #define DA_W 1 #define DB_X 1 #define DA_X 0.025 #define DF_Y 0.01 #define DA_Y 35.0 //#define DA_Z -0.5 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 #define DE_X 3 #define DE_Y 0.750 #define DE_Z 0.375 #define DG_W 0.1 //Pop #define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float3(0.5,0.375,0.256) //Fix enables if Value is > 0.0 #define DI_W float3(0.250,1.0,2.0) //#define FTM 1 #define DG_Z 0.0125 //Min //#define DE_W 0.00 //Auto #define DI_Z 0.25 //Trim //#define DF_W float3(0.0001,0.0025,0.05) //Edge & Scale #define BMT 1 #define DF_Z 0.375 #define DL_Y 1.0 // De-Artifact Only works on some View Modes and causes performance degredation #define DL_Z 1.00 // Compat Power #define MMD 2 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.163 , 0.166 , 0.500 , 0.185 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.837 , 0.166 , 0.100 , 0.750 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.250 , 0.800 , 0.900 , 0.750 ) //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( 0.163 , 0.162 , 0.500 , 0.185 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.837 , 0.162 , 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( 30.0, 30.0, 1000.0, 1000.0) //Tresh Hold for Color C & D and Color //#define WSM 4 //#define DB_W 9 //#define DF_X float2(0.050,0.0) //#define DS_Y 1 //#define SDU 1 #define PEW 1 //#define DSW 1 //#define DAA 1 //#define RHW 1 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.90 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0x76BA20DE) //Road 96 Mile 0 #define DA_W 1 #define DB_X 1 #define DA_X 0.025 #define DF_Y 0.005 #define DA_Y 100.0 #define DA_Z -1.0 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 #define DE_X 3 #define DE_Y 0.75 #define DE_Z 0.375 #define DG_W 0.125 //Pop #define OIL 2 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float3(0.625,0.5,0.4) //Fix enables if Value is > 0.0 #define DI_W float3(0.25,0.75,1.0) //#define FTM 1 //#define DG_Z 0.0125 //Min //#define DE_W 0.00 //Auto //#define DI_Z 0.25 //Trim //#define DF_W float3(0.0001,0.0025,0.05) //Edge & Scale #define BMT 1 #define DF_Z 0.15 #define DL_Y 0.25 // De-Artifact Only works on some View Modes and causes performance degredation #define DL_Z -0.25 // Compat Power #define MMD 2 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.168 , 0.195 , 0.500 , 0.229 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.833 , 0.195 , 0.168 , 0.189 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.229 , 0.833 , 0.189 ) //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( 0.0395, 0.859 , 0.500 , 0.768 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.976 , 0.936 , 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( 30.0, 30.0, 1000.0, 1000.0) //Tresh Hold for Color C & D and Color //#define WSM 4 //#define DB_W 9 //#define DF_X float2(0.050,0.0) //#define DS_Y 1 //#define SDU 1 #define PEW 1 //#define DSW 1 //#define DAA 1 //#define RHW 1 //Smooth Mode Setting #define SMS 0 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 2 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0xA5132CD6 ) //Guilty Gear #define DS_Z 3 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.050 // ZPD //#define DF_Y 0.00 // Seperation #define DA_Y 37.5 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset //#define DS_Y 0 // Linerzation Offset Effects only distance if true #define DB_Z 0.1 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.500 // 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 0 // 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 0.250 // 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 0.100 // Min Weapon Hands That are apart of world with Auto and Trim //#define DE_W 0.250 // Auto //#define DI_Z 0.043 // Trim //#define DF_W float3(0,0,0)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.150 // Set the Balance //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 1.00 // Compat Power #define DJ_X 0.142 // Range Smoothing //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#define DF_X float2(0,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0 // Weapon Depth Limit Location #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.8 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0xC6EDDBB2 ) //Sifu //#define DS_Z 3 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025 // ZPD //#define DF_Y 0.00 // Seperation #define DA_Y 37.5 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset //#define DS_Y 0 // Linerzation Offset Effects only distance if true #define DB_Z 0.1 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.800 // 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(0.70,0.5) // Fix enables if Value is > 0.0 #define DI_W float2(0.250,1.0) // 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 0.100 // Min Weapon Hands That are apart of world with Auto and Trim //#define DE_W 0.250 // Auto //#define DI_Z 0.043 // Trim //#define DF_W float3(0,0,0)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.150 // Set the Balance //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation #define DL_Z 1.00 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#define DF_X float2(0,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0 // Weapon Depth Limit Location #define MDD 1 //Set Menu Detection & Direction //Off 0 | 1 | 2 | 3 | 4 #define DN_X float4( 0.685 , 0.486 , 0.915 , 0.912) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.948 , 0.525 , 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, 6.0, 30.0, 100.0); //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 #define MMD 3 //Set Multi Menu Detection //Off / On #define MMS 1 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.307 , 0.078 , 0.920 , 0.912 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.693 , 0.078 , 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 #define DQ_X float4( 0.923 , 0.084 , 0.500 , 0.120 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.915 , 0.912 , 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( 30.0, 30.0, 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 */ #define DAA 1 #define PEW 1 #define DSW 1 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.9 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0x29CB30F6 ) //Gripper //#define DS_Z 0 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025 // ZPD //#define DF_Y 0.00 // Seperation #define DA_Y 250.0 // Near Plane Adjustment #define DA_Z -0.375 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.50 // Set ZPD Boundary Level Zero #define DE_Z 0.4375 // 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 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(0.3,0.2,0.1,0.0375) // Fix enables if Value is > 0.0 #define DI_W float4(2.0,3.5,5.0,15.0) // 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 0.100 // Min Weapon Hands That are apart of world with Auto and Trim //#define DE_W 0.250 // Auto //#define DI_Z 0.043 // Trim //#define DF_W float3(0,0,0)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.500 // Set the Balance #define DL_Y 0.50 // De-Artifact Only works on some View Modes and causes performance degredation #define DL_Z 0.5 // Compat Power #define DJ_X 0.214 // Range Smoothing //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#define DF_X float2(0,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0 // Weapon Depth Limit Location /* #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color */ //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.825 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0x7312C43E ) //Dredge //#define DS_Z 0 // 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 185.0//110.0 // Near Plane Adjustment #define DA_Z -1.0 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.500 // 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 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(0.250,0.125,0.0625) // Fix enables if Value is > 0.0 #define DI_W float3(0.5,3.75,10.0) // 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 0.100 // Min Weapon Hands That are apart of world with Auto and Trim //#define DE_W 0.250 // Auto //#define DI_Z 0.043 // Trim //#define DF_W float3(0,0,0)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.150 // Set the Balance //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 0.5 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#define DF_X float2(0,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0 // Weapon Depth Limit Location #define MDD 1 //Set Menu Detection & Direction // Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.308 , 0.829 , 0.500 , 0.986) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.690 , 0.977 , 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( 0.0, 0.0, 0.0, 30.0); //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 #define MMD 4 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.325 , 0.234 , 0.977 , 0.972 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.670 , 0.1375, 0.143 , 0.249 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.137 , 0.856 , 0.249 ) //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( 0.338 , 0.165 , 0.500 , 0.225 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.495 , 0.221 , 0.855 , 0.045 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.828 , 0.038 , 0.140 , 0.9025) //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 #define DQ_X float4( 0.670 , 0.1375, 0.692 , 0.986 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.990 , 0.138 , 0.484 , 0.480 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.500 , 0.064 , 0.532 , 0.480 ) //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( 0.202 , 0.206 , 0.500 , 0.180 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.828 , 0.794 , 0.670 , 0.1375) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.140, 0.175 , 0.990 , 0.138 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 30.0, 30.0, 30.0, 30.0) //Tresh Hold for Color G & H and Color //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.90 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0x8CBAC111 ) //Crab Champions #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 125.0 // Near Plane Adjustment //#define DA_Z -0.5 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.1 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.75 // Set ZPD Boundary Level Zero #define DE_Z 0.375 // Speed that Boundary is Enforced //#define AFD 1 // Alternate Frame Detection - May be phased out #define DG_W -0.125 // 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(0.5,0.25) // Fix enables if Value is > 0.0 #define DI_W float2(0.0,1.0) // 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 0.100 // Min Weapon Hands That are apart of world with Auto and Trim //#define DE_W 0.250 // Auto //#define DI_Z 0.043 // Trim //#define DF_W float3(0,0,0)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.025 // Set the Balance //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 0.5 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#define DF_X float2(0,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0 // Weapon Depth Limit Location /* #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color */ //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 2 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0x59811BC1 ) //Lost in Random #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 130.0 // Near Plane Adjustment //#define DA_Z -0.5 // Linerzation Offset //#define DS_Y 1 // 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(0.5,0.35,0.175,0.075) // Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.5,2.0,5.0) // 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 0.100 // Min Weapon Hands That are apart of world with Auto and Trim //#define DE_W 0.250 // Auto //#define DI_Z 0.043 // Trim //#define DF_W float3(0,0,0)// Edge & Scale #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 -0.50 // De-Artifact Only works on some View Modes and causes performance degredation #define DL_Z 0.5 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#define DF_X float2(0,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0 // Weapon Depth Limit Location /* #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color */ //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.775 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0xB59EAF54 ) //Fe #define DA_W 1 // Set Linerzation #define DB_X 1 // Flip #define DA_X 0.025 // ZPD #define DF_Y 0.000 // Seperation #define DA_Y 100.0 // Near Plane Adjustment //#define DA_Z -0.5 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.500 // 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(0.25,0.125,0.05) // Fix enables if Value is > 0.0 #define DI_W float3(1.0,5.0,10.0) // 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 0.100 // Min Weapon Hands That are apart of world with Auto and Trim //#define DE_W 0.250 // Auto //#define DI_Z 0.043 // Trim //#define DF_W float3(0,0,0)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.10 // Set the Balance //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 0.5 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#define DF_X float2(0,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0 // Weapon Depth Limit Location /* #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color */ //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0x2BB67AC1 ) //EverSpace 2 #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.030 // ZPD #define DF_Y 0.000 // Seperation #define DA_Y 1000.0 // Near Plane Adjustment #define DA_Z -1.0 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.500 // 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 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(0.25,0.04375) // Fix enables if Value is > 0.0 #define DI_W float2(1.0,15.0) // Like Shift Boundary DG_W But 0 to inf #define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.100 // Min Weapon Hands That are apart of world with Auto and Trim //#define DE_W 0.250 // Auto //#define DI_Z 0.043 // Trim //#define DF_W float3(0,0,0)// Edge & Scale #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 -0.50 // De-Artifact Only works on some View Modes and causes performance degredation #define DL_Z -1.0 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#define DF_X float2(0,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0 // Weapon Depth Limit Location /* #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color */ //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.825 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 5 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0xFE7A4C2E ) //The Alien Cube #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025 // ZPD #define DF_Y 0.000 // Seperation #define DA_Y 10.0 // Near Plane Adjustment #define DA_Z -1.0 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.0325 // Auto Depth Protection #define DE_X 4 // ZPD Boundary #define DE_Y 0.875 // 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 -0.2 // 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(0.750,0.5) // Fix enables if Value is > 0.0 #define DI_W float2(0.15,0.4) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.100 // Min Weapon Hands That are apart of world with Auto and Trim //#define DE_W 0.250 // Auto //#define DI_Z 0.043 // Trim //#define DF_W float3(0,0,0)// Edge & Scale #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 DL_Z 0.5 // Compat Power #define WSM 4 // Weapon Setting Mode #define DB_W 19 // Weapon Profile #define DF_X float2(0.250,0.404)// ZPD Weapon Boundarys Level 1 and Level 2 #define DJ_W 0.025 // Weapon Depth Limit Location 1 #define DS_W 20.0 // Weapon Depth Limit Location 2 #define DT_W float2(0.010,0.022) #define MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.060 , 0.139 , 0.149 , 0.069) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.236 , 0.158 , 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, 30.0, 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 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0x49C2BE08 ) //CARNAL #define DA_W 1 // Set Linerzation #define DB_X 1 // Flip #define DA_X 0.02 // ZPD #define DF_Y 0.000 // Seperation #define DA_Y 60 // Near Plane Adjustment //#define DA_Z -1.0 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection //#define DE_X 1 // ZPD Boundary //#define DE_Y 0.875 // 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 -0.2 // 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(0.750,0.5) // Fix enables if Value is > 0.0 //#define DI_W float2(0.2,0.4) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. #define DG_Z 0.05 // Min Weapon Hands That are apart of world with Auto and Trim #define DE_W 0.250 // Auto #define DI_Z 0.03 // Trim #define DF_W float4(0.001,0.001,0.1,0.04)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.200 // Set the Balance //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 0.5 // Compat Power //#define WSM 4 // Weapon Setting Mode //#define DB_W 19 // Weapon Profile //#define DF_X float2(0,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0 // Weapon Depth Limit Location /* #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color */ //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0x19B7E127 ) //Bloodhound #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025 // ZPD #define DF_Y 0.000 // Seperation #define DA_Y 50.0 // Near Plane Adjustment //#define DA_Z -1.0 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 4 // 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 -0.125 // 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(0.5,0.375,0.25) // Fix enables if Value is > 0.0 #define DI_W float3(0.0,0.5,1.0) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.05 // Min Weapon Hands That are apart of world with Auto and Trim //#define DE_W 0.250 // Auto //#define DI_Z 0.03 // Trim //#define DF_W float4(0.001,0.001,0.1,0.04)// Edge & Scale #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 DL_Z 0.5 // Compat Power #define WSM 4 // Weapon Setting Mode #define DB_W 20 // Weapon Profile //#define DF_X float2(0,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0 // Weapon Depth Limit Location /* #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color */ //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0xB85640E9 ) //Finding the Soul Orb #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.015 // ZPD #define DF_Y 0.001 // Seperation #define DA_Y 75.0 // Near Plane Adjustment //#define DA_Z -1.0 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 1.0 // 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 1.0 // 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(0.75,0.5) // Fix enables if Value is > 0.0 #define DI_W float2(2.0,2.5) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. #define DG_Z 0.0 // 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 0.125 // Trim #define DF_W float4(0.001,0.005,0.0,0.005)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.2 // Set the Balance //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 0.5 // Compat Power #define DJ_X 0.107 // Range Smoothing //#define WSM 4 // Weapon Setting Mode //#define DB_W 20 // Weapon Profile //#define DF_X float2(0,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0 // Weapon Depth Limit Location /* #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color */ //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0xB7097475 ) //God Damn The Garden #define DA_W 1 #define DB_X 1 #define DA_X 0.04 #define DF_Y 0.045 #define DA_Y 40.0 #define DB_Z 0.05 // Auto Depth Protection //#define DA_Z 0.0 //#define DE_X 4 //#define DE_Y 0.500 //#define DE_Z 0.375 #define BMT 1 #define DF_Z 0.1375 #define DG_Z 0.05//Min #define DI_Z 0.750 //Trim #define DF_W float4(0.001,0.005,0.0,0.005)// Edge & Scale #define PEW 1 #define DSW 1 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0xBF222C03 ) //Among The Sleep #define DA_W 1 // Set Linerzation #define DB_X 1 // Flip #define DA_X 0.015 // ZPD #define DF_Y 0.06 // Seperation #define DA_Y 150.0//125.0 // Near Plane Adjustment //#define DA_Z -1.0 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.625 // 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(0.5,0.375,0.25) // Fix enables if Value is > 0.0 #define DI_W float3(0.5,1.25,2.5) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. #define DG_Z 0.0 // 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 0.125 // Trim //#define DF_W float4(0.001,0.005,0.0,0.005)// Edge & Scale #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 -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 0.5 // Compat Power //#define WSM 4 // Weapon Setting Mode //#define DB_W 20 // Weapon Profile //#define DF_X float2(0,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0 // Weapon Depth Limit Location /* #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color */ //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0xB75F3C89 || App == 0xF188276F ) //Amnesia: The Dark Descent //#define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.015 // ZPD #define DF_Y 0.020 // Seperation #define DA_Y 275.0 // Near Plane Adjustment #define DA_Z 0.0005 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.02 // Auto Depth Protection //#define DE_X 1 // ZPD Boundary //#define DE_Y 0.6875 // Set ZPD Boundary Level Zero //#define DE_Z 0.35 // 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(0.5,0.375,0.25) // Fix enables if Value is > 0.0 //#define DI_W float3(0.5,1.0,2.0) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. #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 0.00 // Auto #define DI_Z 0.0525 // Trim #define DF_W float4(0.125,0.000,0.500,0.000)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.5 // Set the Balance //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 0.5 // Compat Power #define WSM 4 // Weapon Setting Mode #define DB_W 25 // Weapon Profile #define DF_X float2(0.386,0)// ZPD Weapon Boundarys Level 1 and Level 2 #define DJ_W 10.0 // Weapon Depth Limit Location 1 //#define DS_W 1.0 // Weapon Depth Limit Location 2 /* #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color */ //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0x91FF5778 || App == 0x6DD82022 ) //Amnesia: Machine for Pigs //#define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.015 // ZPD #define DF_Y 0.020 // Seperation #define DA_Y 275.0 // Near Plane Adjustment #define DA_Z 0.0005 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.02 // Auto Depth Protection //#define DE_X 1 // ZPD Boundary //#define DE_Y 0.6875 // Set ZPD Boundary Level Zero //#define DE_Z 0.35 // 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(0.5,0.375,0.25) // Fix enables if Value is > 0.0 //#define DI_W float3(0.5,1.0,2.0) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. #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 0.00 // Auto #define DI_Z 0.0525 // Trim #define DF_W float4(0.125,0.000,0.400,0.000)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.5 // Set the Balance //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 0.5 // Compat Power #define WSM 4 // Weapon Setting Mode #define DB_W 25 // Weapon Profile #define DF_X float2(0.386,0)// ZPD Weapon Boundarys Level 1 and Level 2 #define DJ_W 10.0 // Weapon Depth Limit Location 1 //#define DS_W 1.0 // Weapon Depth Limit Location 2 /* #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color */ //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0x73C5395D ) //Outward DE //#define DS_Z 3 // Set View Mode #define DA_W 1 // Set Linerzation #define DB_X 1 // Flip #define DA_X 0.037 // ZPD #define DF_Y 0.000 // Seperation #define DA_Y 13.5 // Near Plane Adjustment #define DA_Z -1.000 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.100 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.50 // 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 0.250 // Fix enables if Value is > 0.0 #define DI_W 2.0 // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.098 // 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 0.050 // Trim //#define DF_W float4(0.0001,0.000,0.0,0.025)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.1 // Set the Balance //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 0.5 // Compat Power #define DJ_X 0.071 // Range Smoothing //#define WSM 4 // Weapon Setting Mode //#define DB_W 25 // Weapon Profile //#define DF_X float2(0.386,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0 // Weapon Depth Limit Location /* #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color */ //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.91 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 5 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0x95523E9F ) //Styx: Shards of Darkness //#define DS_Z 3 // 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 50.0 // Near Plane Adjustment #define DA_Z -0.250 // Linerzation Offsett //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 0.750 // 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(0.5,0.375,0.250,0.125) // Fix enables if Value is > 0.0 #define DI_W float4(1.0,2.0,2.5,5.0) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.098 // 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 0.050 // Trim //#define DF_W float4(0.0001,0.000,0.0,0.025)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.1 // Set the Balance //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 0.5 // Compat Power #define DJ_X 0.107 // Range Smoothing //#define WSM 4 // Weapon Setting Mode //#define DB_W 25 // Weapon Profile //#define DF_X float2(0.386,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0 // Weapon Depth Limit Location /* #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color */ //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0x32CA1739 ) //Styx: Master of Shadows //#define DS_Z 3 // Set View Mode //#define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025 // ZPD #define DF_Y 0.000 // Seperation #define DA_Y 39.0 // Near Plane Adjustment //#define DA_Z -1.000 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.100 // 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(0.5,0.375,0.25,0.125) // Fix enables if Value is > 0.0 #define DI_W float4(0.5,2.0,3.0,4.0) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.098 // 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 0.050 // Trim //#define DF_W float4(0.0001,0.000,0.0,0.025)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.1 // Set the Balance //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 0.5 // Compat Power //#define WSM 4 // Weapon Setting Mode //#define DB_W 25 // Weapon Profile //#define DF_X float2(0.386,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0 // Weapon Depth Limit Location /* #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color */ //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0xBD472CFE ) //Pseudoregalia //#define DS_Z 3 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025 // ZPD #define DF_Y 0.000 // Seperation #define DA_Y 100.0 // Near Plane Adjustment //#define DA_Z -1.000 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.100 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.500 // 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(0.375,0.25,0.125) // Fix enables if Value is > 0.0 #define DI_W float3(0.5,1.5,2.5) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.098 // 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 0.050 // Trim //#define DF_W float4(0.0001,0.000,0.0,0.025)// Edge & Scale #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 -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 0.5 // Compat Power //#define WSM 4 // Weapon Setting Mode //#define DB_W 25 // Weapon Profile //#define DF_X float2(0.386,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0 // Weapon Depth Limit Location //Simple Menu Detection May add one more later #define SMD 1 //If It's set to 2 it enables the Wiled Card for A and C #define DW_X float4( 0.332 , 0.227 , 0.613 , 0.791) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.684 , 0.227 ) //Pos C = XY #define DW_Z float4( 30.0, 30.0, 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 1 //Set Multi Menu Detection //Off 0 | 1 | 2 | 3 | 4 #define MMS 0 //Set Multi Menu Selection 0-1 to 29-30 //Off 0 | 1 | 2 | 3 | 4 #define MML 0 //Set Multi Menu Leniency 0-2 and 28-30 //Off 0 | 1 | 2 | 3 | 4 //Main Menu #define DO_X float4( 0.240 , 0.325 , 0.500 , 0.387 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.753 , 0.325 , 0.250 , 0.325 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.387 , 0.745 , 0.325 ) //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( 0.501 , 0.325 , 0.499 , 0.297 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.335 , 0.786 , 0.242, 0.132 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.065 , 0.033 , 0.750 , 0.116 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 30.0, 30.0, 26.0, 25.0) //Tresh Hold for Color C & D and Color //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #define RHW 1 #elif (App == 0x4ED550E1 ) //Lunacid //#define DS_Z 3 // Set View Mode #define DA_W 1 // Set Linerzation #define DB_X 1 // Flip #define DA_X 0.025 // ZPD #define DF_Y 0.0075 // Seperation #define DA_Y 25.0 // Near Plane Adjustment #define DA_Z -1.000 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection //#define DE_X 1 // ZPD Boundary //#define DE_Y 0.500 // 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(0.375,0.25,0.125) // Fix enables if Value is > 0.0 //#define DI_W float3(0.5,1.5,2.5) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. #define DG_Z 0.025 // 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 0.0375 // Trim #define DF_W float4(0.0001,0.0025,0.125,0.025)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.5 // Set the Balance //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation #define DL_Z 0.25 // Compat Power //#define WSM 4 // Weapon Setting Mode //#define DB_W 25 // Weapon Profile //#define DF_X float2(0.386,0)// ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0 // Weapon Depth Limit Location /* #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color */ //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0x2F0BD376 ) //Minecraft / BuildGDX / Delver //#define DS_Z 3 // 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 27.5 // Near Plane Adjustment //#define DA_Z -1.000 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 5 // 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 0.25 // 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 0.5 // Fix enables if Value is > 0.0 #define DI_W 1.0 // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // 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 0.50 // Auto #define DI_Z 0.05 // Trim #define DF_W float4(0.0001,0.00125,0.0,0.0125)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.300 // Set the Balance //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation #define DL_Z 0.25 // Compat Power //#define WSM 4 // Weapon Setting Mode #define DB_W 25 // Weapon Profile //#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 DT_W float2(0.015,0.025)//WH scale and cutoff /* #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color */ //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0x9E9A6000 ) //Grand Theft Auto San Andreas [GTA SA] //#define DS_Z 3 // Set View Mode //#define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025 // ZPD #define DF_Y 0.000 // Seperation #define DA_Y 90.0 // Near Plane Adjustment //#define DA_Z -1.000 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.02 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 0.700 // Set ZPD Boundary Level Zero #define DE_Z 0.3125 // 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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.5,0.4,0.20,0.125) // Fix enables if Value is > 0.0 #define DI_W float4(0.25,0.75,1.5,3.0) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // 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 0.50 // Auto //#define DI_Z 0.05 // Trim //#define DF_W float4(0.0001,0.0,0.75,0.0)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.1 // Set the Balance #define DL_Y 0.25 // De-Artifact Only works on some View Modes and causes performance degredation #define DL_Z 0.125 // Compat Power #define WSM 2 // Weapon Setting Mode #define DB_W 23 // Weapon Profile //#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 WHM 1 //Weapon Hand Masking lets you use DT_Z //#define DT_Z 0.375 //Masking Power /* #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color */ //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0xFC113D8A || App == 0x75A38BDA ) //PsychoNauts 2 **** //Steam //Windows Store #define DA_W 1 #define DA_Y 52.5 #define DB_Z 0.075 // Auto Depth Protection #define DA_X 0.05 #define DF_Y 0.05 #define DA_Z 0.00075 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DE_X 3 #define DE_Y 0.85 // Set ZPD Boundary Level Zero #define DE_Z 0.3 // Speed that Boundary is Enforced //#define AFD 1 // Alternate Frame Detection - May be phased out #define DG_W 0.0 // 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(0.625,0.45,0.3,0.1) // Fix enables if Value is > 0.0 #define DI_W float4(0.25,0.75,1.25,3.75) // Like Shift Boundary DG_W But 0 to inf #define BMT 1 #define DF_Z 0.025 #define DG_Z 0.015//Min #define DI_Z 0.050 //Trim //#define DL_Y 0.5 //De-Artifact //#define DL_Z 0.05 //Compat Power //Menu Detection Templates - Needs a Specail Shader to adjust #define MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.278 , 0.704 , 0.025 , 0.050) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.730 , 0.704 , 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( 23.0, 1.0, 23.0, 27.0); //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 #define MMD 4 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.196 , 0.121 , 0.500 , 0.165 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.399 , 0.084 , 0.283 , 0.051 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.165 , 0.867 , 0.639 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 30.0, 30.0, 30.0, 27.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.278 , 0.060 , 0.500 , 0.165 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.865 , 0.685 , 0.338 , 0.107 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.025 , 0.050 , 0.856 , 0.825 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 30.0, 30.0, 30.0, 27.0) //Tresh Hold for Color C & D and Color #define DQ_X float4( 0.283 , 0.051 , 0.500 , 0.165 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.867 , 0.639 , 0.338 , 0.107 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.025 , 0.050 , 0.856 , 0.825 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 30.0, 28.0, 30.0, 28.0) //Tresh Hold for Color A1 & A3 and Color #define DR_X float4( 0.278 , 0.060 , 0.500 , 0.165 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.865 , 0.685 , 0.060 , 0.130 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.596 , 0.060 , 0.573 , 0.625 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 29.0, 30.0, 29.0, 18.0) //Tresh Hold for Color G & H and Color #define LBC 2 //Letter Box Correction Offsets With X & Y #define DH_Z 0.255 #define DH_W 0.0 #define PEW 1 #define DAA 1 //Smooth Mode Setting #define SMS 2 //SM Toggle Separation #define DL_X 0.85 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 1 //HQ Smooth //#define DM_Y 3 //HQ VRS #elif (App == 0xFD3DA5A0 ) //Remnant 2 #define DS_Z 3 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025//0.0275 // ZPD #define DF_Y 0.000 // Seperation #define DA_Y 42.0//40.0 // Near Plane Adjustment //#define DA_Z 0.0005 // Linerzation Offset //#define DS_Y 1 // 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 0.25 // 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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.5,0.375,0.25,0.125) // Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.25,2.5,5.0) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // 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 0.50 // Auto //#define DI_Z 0.05 // Trim //#define DF_W float4(0.0001,0.0,0.75,0.0)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.3 // Set the Balance //#define DL_Y 0.25 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 0.125 // Compat Power #define DJ_X 0.028 // Range Smoothing //#define WSM 2 // Weapon Setting Mode //#define DB_W 23 // Weapon Profile //#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 MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.500 , 0.050 , 0.177 , 0.621) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.500 , 0.943 , 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( 0.0, 22.0, 0.0, 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 DJ_Z float4( 1000., 1000., 1000., 0.0 ); //Set Match Tresh #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.060 , 0.345 , 0.500 , 0.050 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.500 , 0.943 , 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, 0.0, 1000.0, 1000.0) //Tresh Hold for Color A & B and Color //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 #define RHW 1 #define NFM 1 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.825 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0x31192 ) //Quake 2 //#define DS_Z 3 // Set View Mode //#define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025//0.0375//0.050 // ZPD #define DF_Y 0.005 // Seperation #define DA_Y 90.0 //60.0//44.5 // Near Plane Adjustment //#define DA_Z 0.00025 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 4 // ZPD Boundary #define DE_Y 0.800 // 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 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 0.6//float2(0.5,0.2) // Fix enables if Value is > 0.0 #define DI_W 0.5//float2(0.5,3.0) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // 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 0.50 // Auto //#define DI_Z 0.05 // Trim //#define DF_W float4(0.0001,0.0,0.75,0.0)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.1 // Set the Balance //#define DL_Y 0.25 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 0.125 // Compat Power #define WSM 2 // Weapon Setting Mode #define DB_W 9 // Weapon Profile #define DF_X float2(0.1125,0.185) // ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0.1 // Weapon Depth Limit Location 1 #define DS_W 5.0 // Weapon Depth Limit Location 2 /* #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color */ //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0x912AD70F ) //DeadLink //#define DS_Z 3 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025//0.0375//0.050 // ZPD #define DF_Y 0.005 // Seperation #define DA_Y 75.0 // Near Plane Adjustment #define DA_Z -1.000 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.0375 // Auto Depth Protection #define DE_X 4 // 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 -0.25 // 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(0.0,0.25) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // 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 0.50 // Auto //#define DI_Z 0.05 // Trim //#define DF_W float4(0.0001,0.0,0.75,0.0)// Edge & Scale #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 0.5 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 1.0 // Compat Power #define WSM 2 // Weapon Setting Mode #define DB_W 22 // Weapon Profile //#define DF_X float2(0.100,0.185) // ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0.1 // Weapon Depth Limit Location 1 //#define DS_W 5.0 // Weapon Depth Limit Location 2 /* #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color */ //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0x7D37D662 ) //Vampire Hunters //#define DS_Z 3 // Set View Mode #define DA_W 1 // Set Linerzation #define DB_X 1 // Flip #define DA_X 0.025//0.0375//0.050 // ZPD #define DF_Y 0.005 // Seperation #define DA_Y 250.0 // Near Plane Adjustment #define DA_Z -1.000 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection //#define DE_X 4 // 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 -0.25 // 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(0.0,0.25) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. #define DG_Z 0.02 // 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 0.075 // Trim //#define DF_W float4(0.0001,0.0,0.75,0.0)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.5 // Set the Balance //#define DL_Y 0.25 // De-Artifact Only works on some View Modes and causes performance degredation #define DL_Z -1.0 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 22 // Weapon Profile //#define DF_X float2(0.100,0.185) // ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0.1 // Weapon Depth Limit Location 1 //#define DS_W 5.0 // Weapon Depth Limit Location 2 /* #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color */ #define MMD 3 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 //Main Menu Slot One and Slot 2 Options #define DO_X float4( 0.050 , 0.935 , 0.785 , 0.070 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.045 , 0.100 , 0.150 , 0.109 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.785 , 0.070 , 0.150 , 0.941 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 30.0, 19.0, 15.0, 15.0) //Tresh Hold for Color A & B and Color //2nd is the in game update menu #define DP_X float4( 0.150 , 0.109 , 0.785 , 0.070 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.056 , 0.140 , 0.5335 , 0.858 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.700 , 0.719 , 0.042 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 15.0, 13.0, 30.0, 19.0) //Tresh Hold for Color C & D and Color // #define DQ_X float4( 0.045 , 0.100 , 0.500 , 0.125 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.084 , 0.942 , 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( 19.0, 15.0, 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 */ //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0xA64A26C2 ) //The Door in the Basement //#define DS_Z 3 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025//0.0375//0.050 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 62.5 // Near Plane Adjustment //#define DA_Z -1.000 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 0.5125 // 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 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 0.250 // Fix enables if Value is > 0.0 #define DI_W 1.5 // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // 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 0.50 // Auto //#define DI_Z 0.05 // Trim //#define DF_W float4(0.0001,0.0,0.75,0.0)// Edge & Scale #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 0.5 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 1.0 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 22 // Weapon Profile //#define DF_X float2(0.100,0.185) // ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0.1 // Weapon Depth Limit Location 1 //#define DS_W 5.0 // Weapon Depth Limit Location 2 /* #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.646 , 0.051 , 0.307 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.777 , 0.069 , 0.278 , 0.246 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.760 , 0.265 , 0.322 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 21.0, 22.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color */ //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0xE4D2A12C ) //Scars Above *** Watch for App ID diffrence //#define DS_Z 3 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025 // ZPD #define DF_Y 0.0025 // Seperation #define DA_Y 100.0 // Near Plane Adjustment //#define DA_Z -1.000 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // 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 -0.25 // 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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.625,0.5,0.375,0.25) // Fix enables if Value is > 0.0 #define DI_W float4(0.25,0.5,1.0,5.0) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.02 // 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 0.075 // Trim //#define DF_W float4(0.0001,0.0,0.75,0.0)// Edge & Scale #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 0.375 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z -1.0 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 22 // Weapon Profile //#define DF_X float2(0.100,0.185) // ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0.1 // Weapon Depth Limit Location 1 //#define DS_W 5.0 // Weapon Depth Limit Location 2 #define MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.889, 0.951 , 0.500 , 0.059) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.627, 0.045 , 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, 0.0, 24.0, 12.0); //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 #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.627 , 0.045 , 0.500 , 0.059 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.932 , 0.956 , 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( 17.0, 30.0, 1000.0, 1000.0) //Tresh Hold for Color A & B and Color //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0xBBBECC14 ) //Need For Speed Unbound //#define DS_Z 3 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025 // ZPD //#define DF_Y 0.0025 // Seperation #define DA_Y 100.0 // Near Plane Adjustment //#define DA_Z -1.000 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.500 // 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 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 0.25 // Fix enables if Value is > 0.0 #define DI_W 1.0 // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.02 // 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 0.075 // Trim //#define DF_W float4(0.0001,0.0,0.75,0.0)// Edge & Scale #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 DL_Z -1.0 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 22 // Weapon Profile //#define DF_X float2(0.100,0.185) // ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0.1 // Weapon Depth Limit Location 1 //#define DS_W 5.0 // Weapon Depth Limit Location 2 #define MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.053, 0.124 , 0.875 , 0.120) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.075, 0.953 , 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( 29.0, 5.0, 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 #define MMD 2 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 //Map and Settings in phase one #define DO_X float4( 0.130 , 0.050 , 0.0235, 0.960 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.075 , 0.953 , 0.190 , 0.050 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.0235, 0.960 , 0.062 , 0.944 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 28.0, 27.0, 28.0, 30.0) //Tresh Hold for Color A & B and Color //Settings phase two #define DP_X float4( 0.215 , 0.050 , 0.0235, 0.960 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.062 , 0.944 , 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( 28.0, 30.0, 1000.0, 1000.0) //Tresh Hold for Color C & D and Color //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0xDB675D07 ) //Shadow of Mordor //#define DS_Z 3 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.02625 // ZPD //#define DF_Y 0.0025 // Seperation #define DA_Y 36.25 // Near Plane Adjustment #define DA_Z -0.5 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.0375 // 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 -0.25 // 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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.5,0.375,0.1875,0.125) // Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.0,2.5,5.0) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.02 // 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 0.075 // Trim //#define DF_W float4(0.0001,0.0,0.75,0.0)// Edge & Scale #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 -0.375 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z -1.0 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 22 // Weapon Profile //#define DF_X float2(0.100,0.185) // ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0.1 // Weapon Depth Limit Location 1 //#define DS_W 5.0 // Weapon Depth Limit Location 2 //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.90 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0xFF3A6B3E ) //Shadow of War //#define DS_Z 3 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025 // ZPD #define DF_Y 0.0125 // Seperation #define DA_Y 150 // Near Plane Adjustment #define DA_Z -1.0 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection #define DE_X 3 // ZPD Boundary #define DE_Y 0.625 // 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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.5,0.375,0.25,0.125) // Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.0,2.0,4.5) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.02 // 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 0.075 // Trim //#define DF_W float4(0.0001,0.0,0.75,0.0)// Edge & Scale #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 DL_Z -1.0 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 22 // Weapon Profile //#define DF_X float2(0.100,0.185) // ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0.1 // Weapon Depth Limit Location 1 //#define DS_W 5.0 // Weapon Depth Limit Location 2 //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.90 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0x6FC1FF71 ) //Black Mesa **** //#define DS_Z 3 // Set View Mode //#define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.040 // ZPD #define DF_Y 0.0125 // Seperation #define DA_Y 10.0 // Near Plane Adjustment //#define DA_Z -1.0 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.075 // Auto Depth Protection #define DE_X 5 // 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 -0.25 // 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 0.5 // Fix enables if Value is > 0.0 #define DI_W 0.0 // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.02 // 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 0.075 // Trim //#define DF_W float4(0.0001,0.0,0.75,0.0)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.055 // Set the Balance //#define DL_Y -0.375 // De-Artifact Only works on some View Modes and causes performance degredation #define DL_Z 0.125 // Compat Power #define WSM 5 #define DB_W 9 #define DF_X float2(0.1375,0.25) // ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0.75 // Weapon Depth Limit Location 1 #define DS_W 1.0 // Weapon Depth Limit Location 2 #define FPS 1 // FPS Focus Settings #define DK_X 2 //Trigger Type #define DK_Y 0 //Eye Selection #define WRP 7 //Weapon Reduction Power #define DK_Z 8 //World Reduction Power #define DK_W 3 //Set Shift Speed //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 //Smooth Mode Setting #define SMS 2 //SM Toggle Separation #define DL_X 0.80 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0x874318FE ) //Batman Arkham Asylum //#define DS_Z 3 // Set View Mode //#define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.0375 // ZPD #define DF_Y 0.01 // Seperation #define DA_Y 25.0 // Near Plane Adjustment //#define DA_Z -1.0 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // 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 -0.25 // 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 0.5 // Fix enables if Value is > 0.0 #define DI_W 0.5 // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.02 // 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 0.075 // Trim //#define DF_W float4(0.0001,0.0,0.75,0.0)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.175 // Set the Balance #define DL_Y 0.275 // De-Artifact Only works on some View Modes and causes performance degredation #define DB_Y 1.0 #define DL_Z 0.0 // Compat Power //#define WSM 5 //#define DB_W 9 //#define DF_X float2(0.1375,0.25) // ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0.75 // Weapon Depth Limit Location 1 //#define DS_W 1.0 // Weapon Depth Limit Location 2 //#define FPS 2 // FPS Focus Settings //#define DK_X 2 //Trigger Type //#define DK_Y 0 //Eye Selection //#define DK_Z 4 //Reduction Power //#define DK_W 0 //Set Shift Speed //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.9375 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #define RHW 1 #define DSW 1 #elif (App == 0x7CBA2E8C || App == 0x69277DAF ) // City / Origins //#define DS_Z 3 // Set View Mode //#define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025//0.0375 // ZPD #define DF_Y 0.0075 // Seperation #define DA_Y 40.5//27.5 // Near Plane Adjustment //#define DA_Z -1.0 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // 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 -0.25 // 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(0.5,0.375,0.275) // Fix enables if Value is > 0.0 #define DI_W float3(0.5,1.0,1.5) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.02 // 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 0.075 // Trim //#define DF_W float4(0.0001,0.0,0.75,0.0)// Edge & Scale #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 #define DL_Z 0.0 // Compat Power //#define WSM 5 //#define DB_W 9 //#define DF_X float2(0.1375,0.25) // ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0.75 // Weapon Depth Limit Location 1 //#define DS_W 1.0 // Weapon Depth Limit Location 2 //#define FPS 2 // FPS Focus Settings //#define DK_X 2 //Trigger Type //#define DK_Y 0 //Eye Selection //#define DK_Z 4 //Reduction Power //#define DK_W 0 //Set Shift Speed //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.90 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #define RHW 1 #elif (App == 0x83FC5C9A ) // Kingdoms of Amalur: Re-Reckoning //#define DS_Z 3 // 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 25.0 // Near Plane Adjustment //#define DA_Z -1.0 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.01 // 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 -0.25 // 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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.5,0.4,0.3,0.2) // 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 FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.02 // 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 0.075 // Trim //#define DF_W float4(0.0001,0.0,0.75,0.0)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.075 // 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 //#define DL_Z 0.375 // Compat Power //#define WSM 5 //#define DB_W 9 //#define DF_X float2(0.1375,0.25) // ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0.75 // Weapon Depth Limit Location 1 //#define DS_W 1.0 // Weapon Depth Limit Location 2 //#define FPS 2 // FPS Focus Settings //#define DK_X 2 //Trigger Type //#define DK_Y 0 //Eye Selection //#define DK_Z 4 //Reduction Power //#define DK_W 0 //Set Shift Speed //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.9 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #elif (App == 0xAC2FD3B ) // Starfield //#define DS_Z 3 // 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 37.5//62.5 // Near Plane Adjustment #define DA_Z -1.0 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 7 // ZPD Boundary #define DE_Y 0.900 // 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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.75,0.6,0.375,0.25) // Fix enables if Value is > 0.0 #define DI_W float4(0.25,0.5,1.25,2.0) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.02 // 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 0.075 // Trim //#define DF_W float4(0.0001,0.0,0.75,0.0)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.250 // 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 //#define DL_Z 0.375 // Compat Power #define WSM 4 #define DB_W 22 #define DF_X float2(0.125,0.25) // ZPD Weapon Boundarys Level 1 and Level 2 #define DJ_W 0.1 // Weapon Depth Limit Location 1 #define DS_W 0.65 // Weapon Depth Limit Location 2 #define FPS 0 // FPS Focus Settings #define DK_X 2 //Trigger Type #define DK_Y 0 //Eye Selection #define DK_Z 4 //Reduction Power #define DK_W 1 //Set Shift Speed //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.9 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #define DAA 1 #define PEW 1 #define RHW 1 #define NFM 1 #define DSW 1 #define FOV 1 #elif (App == 0x6F3CE890 ) // Sinned //#define DS_Z 3 // 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 250.0 // Near Plane Adjustment #define DA_Z -1.0 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection //#define DE_X 4 // 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 -0.25 // 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(0.5,1.0,2.0) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. #define WND 0.5 #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(0.0001,0.001,0.025,0.001)// Edge & Scale #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 1.0 // De-Artifact Only works on some View Modes and causes performance degredation //#define DB_Y 1.0 #define DL_Z -1.0 // Compat Power //#define WSM 4 //#define DB_W 22 //#define DF_X float2(0.125,0.25) // ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0.75 // Weapon Depth Limit Location 1 //#define DS_W 1.0 // Weapon Depth Limit Location 2 //#define FPS 0 // FPS Focus Settings //#define DK_X 2 //Trigger Type //#define DK_Y 0 //Eye Selection //#define DK_Z 4 //Reduction Power //#define DK_W 1 //Set Shift Speed //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.9 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #define PEW 1 #define DSW 1 #elif (App == 0xA5FD535F ) //Escape From Tarkov //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation #define DB_X 1 // Flip #define DA_X 0.01 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 255.0 // Near Plane Adjustment #define DA_Z -0.250 // Linerzation Offset // #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.0 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 0.9 // 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 1.75 // Shift Boundary Out of screen 0.5 and or In screen -0.5 //#define OIL 0 // 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 0.70 // Fix enables if Value is > 0.0 #define DI_W 3.5 // 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 float2(0.0025,2)// 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 0.125 // Trim #define DF_W float4(0.0001,0.0015,0.25,0.015)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.250 // Set the Balance //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 1.00 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#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 #elif (App == 0xB1BB8A1F ) //Taboo Trial //#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 0.000 // Seperation #define DA_Y 112.5 // Near Plane Adjustment #define DA_Z -1.0 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 3 // ZPD Boundary #define DE_Y 0.750 // Set ZPD Boundary Level Zero #define DE_Z 0.350 // 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 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(0.5,0.35,0.2,0.1) // Fix enables if Value is > 0.0 #define DI_W float4(0.5,0.75,1.5,5.0) // 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 float2(0.0025,2)// 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 0.125 // Trim //#define DF_W float4(0.0001,0.0015,0.25,0.015)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.100 // Set the Balance //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 1.00 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#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 MMD 3 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.100 , 0.275 , 0.405 , 0.805 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.031 , 0.961 , 0.100 , 0.275 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.405 , 0.805 , 0.0265, 0.955 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 19.0, 21.0, 19.0, 19.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.205 , 0.012 , 0.500 , 0.975 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.627 , 0.944 , 0.206 , 0.043 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.975 , 0.688 , 0.933 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 15.0, 21.0, 24.0, 15.0) //Tresh Hold for Color C & D and Color #define DQ_X float4( 0.206 , 0.051 , 0.500 , 0.05 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.415 , 0.051 , 0.206 , 0.051 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.500 , 0.05 , 0.415 , 0.051 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 12.0, 12.0, 13.0, 13.0) //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 */ #define WND 1.0 //Weapon Near Pushes depth in and adjust perspective to match. //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.875 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 5 //HQ Tune //#define DM_Y 3 //HQ VR #define PEW 1 #elif (App == 0xF7FC15AD ) // GYLT //#define DS_Z 3 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025 // ZPD #define DF_Y 0.070 // Seperation #define DA_Y 40.0 // Near Plane Adjustment //#define DA_Z -1.0 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.100 // 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 -0.25 // 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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.625,0.5,0.375,0.25) // Fix enables if Value is > 0.0 #define DI_W float4(0.25,0.5,1.0,2.5) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.4375 // 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 0.24875 // Trim //#define DF_W float4(0.0001,0.0007,0.0,0.001)// Edge & Scale //Menu Detection Templates - Needs a Specail Shader to adjust #define MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.095, 0.224 , 0.824 , 0.927) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.866 , 0.222 , 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( 18.0, 18.0, 18.0, 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 //Simple Menu Detection May add one more later #define SMD 1 //If It's set to 2 it enables the Wiled Card for A and C #define DW_X float4( 0.099 , 0.224 , 0.841 , 0.918) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.836 , 0.222 ) //Pos C = XY #define DW_Z float4( 18.0, 18.0, 18.0, 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 0.15 // Set the Balance //#define DL_Y 1.0 // De-Artifact Only works on some View Modes and causes performance degredation //#define DB_Y 1.0 //#define DL_Z -1.0 // Compat Power //#define WSM 4 //#define DB_W 22 //#define DF_X float2(0.125,0.25) // ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0.75 // Weapon Depth Limit Location 1 //#define DS_W 1.0 // Weapon Depth Limit Location 2 //#define FPS 0 // FPS Focus Settings //#define DK_X 2 //Trigger Type //#define DK_Y 0 //Eye Selection //#define DK_Z 4 //Reduction Power //#define DK_W 1 //Set Shift Speed //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.9 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #define PEW 1 #define DSW 1 #elif (App == 0x1820BE77 ) // Severed Steel //#define DS_Z 3 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025 // ZPD #define DF_Y 0.001 // Seperation #define DA_Y 175.0 // Near Plane Adjustment #define DA_Z -0.5 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 4 // 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 -0.25 // 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(0.5,0.375,0.250) // Fix enables if Value is > 0.0 #define DI_W float3(0.5,0.75,1.0) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.4375 // 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 0.24875 // Trim //#define DF_W float4(0.0001,0.0007,0.0,0.001)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.17 // Set the Balance #define DL_Y 0.3 // De-Artifact Only works on some View Modes and causes performance degredation //#define DB_Y 1.0 //#define DL_Z -1.0 // Compat Power #define WSM 4 #define DB_W 26 //#define DF_X float2(0.125,0.25) // ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0.75 // Weapon Depth Limit Location 1 //#define DS_W 1.0 // Weapon Depth Limit Location 2 //#define FPS 0 // FPS Focus Settings //#define DK_X 2 //Trigger Type //#define DK_Y 0 //Eye Selection //#define DK_Z 4 //Reduction Power //#define DK_W 1 //Set Shift Speed //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #define PEW 1 #define DSW 1 #elif (App == 0x4249D707 || App == 0xc2762327 ) // Mafia Known as "game" WTF.... //#define DS_Z 3 // Set View Mode //#define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 225.0 // Near Plane Adjustment //#define DA_Z -0.5 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.0 // Auto Depth Protection #define DE_X 5 // ZPD Boundary #define DE_Y 0.625 // Set ZPD Boundary Level Zero #define DE_Z 0.300 // Speed that Boundary is Enforced //#define AFD 1 // Alternate Frame Detection - May be phased out //#define DG_W 0.5 // 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(0.5,0.250,0.125,0.075) // Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.5,4.0,8.0) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.4375 // 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 0.24875 // Trim //#define DF_W float4(0.0001,0.0007,0.0,0.001)// Edge & Scale #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 1.0 // De-Artifact Only works on some View Modes and causes performance degredation //#define DB_Y 1.0 //#define DL_Z -1.0 // Compat Power #define WSM 4 #define DB_W 27 //#define DF_X float2(0.125,0.25) // ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0.75 // Weapon Depth Limit Location 1 //#define DS_W 1.0 // Weapon Depth Limit Location 2 //#define FPS 0 // FPS Focus Settings //#define DK_X 2 //Trigger Type //#define DK_Y 0 //Eye Selection //#define DK_Z 4 //Reduction Power //#define DK_W 1 //Set Shift Speed //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.9 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune //#define DM_Y 3 //HQ VR #define PEW 1 #define DSW 1 #elif (App == 0x853F522D ) // After Us //#define DS_Z 3 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025 // ZPD #define DF_Y 0.001 // Seperation #define DA_Y 125.0 // Near Plane Adjustment //#define DA_Z -0.5 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.100 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.50 // 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(0.375,0.25,0.125) // Fix enables if Value is > 0.0 #define DI_W float3(2.5,5.0,10) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.4375 // 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 0.24875 // Trim //#define DF_W float4(0.0001,0.0007,0.0,0.001)// Edge & Scale #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 1.0 // De-Artifact Only works on some View Modes and causes performance degredation #define DB_Y 1.0 //#define DL_Z -1.0 // Compat Power #define DJ_X 0.085 // Range Smoothing //#define WSM 4 //#define DB_W 26 //#define DF_X float2(0.125,0.25) // ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0.75 // Weapon Depth Limit Location 1 //#define DS_W 1.0 // Weapon Depth Limit Location 2 //#define FPS 0 // FPS Focus Settings //#define DK_X 2 //Trigger Type //#define DK_Y 0 //Eye Selection //#define DK_Z 4 //Reduction Power //#define DK_W 1 //Set Shift Speed //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VR #define PEW 1 #define DSW 1 #elif (App == 0xEBA32DC2 ) // Oceanhorn 2: Knights of the Lost Realm //#define DS_Z 3 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025 // ZPD //#define DF_Y 0.001 // Seperation #define DA_Y 75.0//68.75 // Near Plane Adjustment //#define DA_Z -0.5 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.050 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 0.625 // 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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.5,0.375,0.25,0.125) // Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.0,2.5,5.0) // Like Shift Boundary DG_W But 0 to inf //#define FTM 2 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.4375 // 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 0.24875 // Trim //#define DF_W float4(0.0001,0.0007,0.0,0.001)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.10 // Set the Balance //#define DL_Y 1.0 // De-Artifact Only works on some View Modes and causes performance degredation //#define DB_Y 1.0 //#define DL_Z -1.0 // Compat Power //#define WSM 4 //#define DB_W 26 //#define DF_X float2(0.125,0.25) // ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0.75 // Weapon Depth Limit Location 1 //#define DS_W 1.0 // Weapon Depth Limit Location 2 //#define FPS 0 // FPS Focus Settings //#define DK_X 2 //Trigger Type //#define DK_Y 0 //Eye Selection //#define DK_Z 4 //Reduction Power //#define DK_W 1 //Set Shift Speed //Menu Detection Templates - Needs a Specail Shader to adjust #define MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.102 , 0.938 , 0.050 , 0.096) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.898 , 0.938 , 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( 25.0, 25.0, 25.0, 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 //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.95 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 3 //HQ Tune //#define DM_Y 3 //HQ VR #define PEW 1 #define DSW 1 #elif (App == 0x491EA19E ) //Cyberpunk 2077 #define DA_W 1 #define DA_X 0.025//0.030 #define DF_Y 0.01875//0.025 #define DA_Y 112.5//95.0//80.0 //#define DA_Z -0.0001 #define DB_Z 0.050 #define DE_X 7 // 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(0.5,0.375) // 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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.045 // Set the Balance //#define DL_Y -0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 1.00 // Compat Power #define MMD 1 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.913 , 0.935 , 0.100 , 0.580 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.266 , 0.0325, 0.913 , 0.935 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.100 , 0.580 , 0.266 , 0.0325 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 23.0, 23.0, 23.0, 22.0) //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 #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 */ #define WSM 5 // Weapon Setting Mode #define DB_W 8 // Weapon Profile #define DF_X float2(0.150,0)// ZPD Weapon Boundarys Level 1 and Level 2 #define DJ_W 0.2 // Weapon Depth Limit Location //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.85 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 2 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define DAA 1 #define PEW 1 #elif (App == 0x6B0CAD4C ) //Omno #define DA_W 1 #define DA_X 0.025 #define DF_Y 0.002 #define DA_Y 90 //#define DA_Z -0.0001 #define DB_Z 0.050 #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(0.5,0.375,0.25,0.125) // Fix enables if Value is > 0.0 #define DI_W float4(0.75,1.5,2.5,4.0) // Like Shift Boundary DG_W But 0 to inf #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 DL_Z 1.00 // Compat Power #define MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.062, 0.605 , 0.150 , 0.710) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.237, 0.605, 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( 0.275, 0.0 , 0.0, 0.0 ) //Size = Menu [ABC] D E F #define DJ_Y float4( 30.0, 30.0, 30.0, 10000.0); //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 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.875 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 3 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define PEW 1 #elif (App == 0x64317982 || App == 0x1332A12F ) //Baldur's Gate 3 #define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.0275 // ZPD #define DF_Y 0.000 // Seperation #define DA_Y 100.0 // Near Plane Adjustment #define DA_Z -0.75 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.6875 // 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 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(0.475,0.375,0.25,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.5,2.0,4.0) // 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 0.500 // Min Weapon Hands That are apart of world with Auto and Trim //#define DS_X float2(0.0025,2)// 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 0.310 // Trim //#define DF_W float4(0,0,0,0)// Edge & Scale //Controller Map #define MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.375 , 0.940 , 0.4675 , 0.933) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.699 , 0.964 , 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, 30.0, 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 #define MMD 3 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 //First one is Dice Roll and Map Keyboard #define DO_X float4( 0.5115, 0.1015 , 0.5565 , 0.353 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.415 , 0.458 , 0.617 , 0.051 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.980 , 0.034 , 0.981 , 0.027 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 17.0, 16.0, 27.0, 25.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.617 , 0.051 , 0.980 , 0.034 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.981 , 0.027 , 0.300 , 0.050 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.640 , 0.060 , 0.640 , 0.050 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 27.0, 27.0, 30.0, 30.0) //Tresh Hold for Color C & D and Color #define DQ_X float4( 0.250 , 0.050 , 0.630 , 0.025 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.750 , 0.050 , 0.460 , 0.085 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.515 , 0.055 , 0.5755 , 0.881 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 30.0, 30.0, 16.0, 17.0) //Tresh Hold for Color A1 & A3 and Color #define DR_X float4( 0.475 , 0.768 , 0.517 , 0.184 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.666 , 0.717 , 0.710 , 0.118 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.287 , 0.705 , 0.709 , 0.125 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 30.0, 30.0, 17.0, 26.0) //Tresh Hold for Color G & H and Color #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 0.5 // De-Artifact Only works on some View Modes and causes performance degredation #define DB_Y 1.0 #define DL_Z 0.25 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#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 //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define PEW 1 #define NDW 1 #elif (App == 0xBCD4C2DD ) //The Crew 2 //#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 0.000 // Seperation #define DA_Y 22.5 // Near Plane Adjustment #define DA_Z -0.5 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.625 // 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(0.5,0.375,0.200)// Fix enables if Value is > 0.0 #define DI_W float3(0.5,1.0,2.0) // 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 0.500 // Min Weapon Hands That are apart of world with Auto and Trim //#define DS_X float2(0.0025,2)// 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 0.310 // Trim //#define DF_W float4(0,0,0,0)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.100 // 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 //#define DL_Z 0.25 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#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 //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define PEW 1 #define NDW 1 #elif (App == 0xC614B005 ) //Wo Long //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.039//0.025 // ZPD #define DF_Y 0.000 // Seperation #define DA_Y 50.0//80.0 // Near Plane Adjustment //#define DA_Z -0.5 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.625 // 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(0.5,0.375,0.250,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.25,2.5,5.0) // 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 0.500 // Min Weapon Hands That are apart of world with Auto and Trim //#define DS_X float2(0.0025,2)// 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 0.310 // Trim //#define DF_W float4(0,0,0,0)// Edge & Scale //Menu Detection Templates - Needs a Specail Shader to adjust #define MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.4295, 0.968 , 0.021 , 0.991) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.535 , 0.968 , 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( 27.0, 1.0, 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 DJ_Z float4( 1000., 1000., 1000., 0.0 ); //Set Match Tresh #define MMD 5 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.045 , 0.025 , 0.041 , 0.068 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.150 , 0.099 , 0.090 , 0.025 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.090 , 0.065 , 0.150 , 0.099 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 28.0, 18.0, 28.0, 18.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.129 , 0.025 , 0.129 , 0.066 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.150 , 0.099 , 0.172 , 0.025 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.168 , 0.070 , 0.150 , 0.099 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 28.0, 18.0, 28.0, 18.0) //Tresh Hold for Color C & D and Color #define DQ_X float4( 0.213 , 0.025 , 0.215 , 0.060 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.150 , 0.099 , 0.297 , 0.025 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.299 , 0.068 , 0.150 , 0.099 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 28.0, 18.0, 28.0, 18.0) //Tresh Hold for Color A1 & A3 and Color #define DR_X float4( 0.512 , 0.968 , 0.021 , 0.991 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.468 , 0.968 , 0.572 , 0.968 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.021 , 0.991 , 0.468 , 0.968 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 26.0, 27.0, 27.0, 26.0) //Tresh Hold for Color G & H and Color #define DU_X float4( 0.052 , 0.306 , 0.975 , 0.500 ) //Pos I1 = XY Color & I2 = ZW Black #define DU_Y float4( 0.052 , 0.375 , 0.457 , 0.967 ) //Pos I3 = XY Color & J1 = ZW Color #define DU_Z float4( 0.245 , 0.0025, 0.516 , 0.967 ) //Pos J2 = XY Black & J3 = ZW Color #define DU_W float4( 24.0, 24.0, 27.0, 27.0) //Tresh Hold for Color I & J and Color //AHHHHHH To many menus #define DV_X float4( 0.052 , 0.306 , 0.975 , 0.500 ) //Pos K1 = XY Color & K2 = ZW Black #define DV_Y float4( 0.052 , 0.460 , 0.230 , 0.809 ) //Pos K3 = XY Color & L1 = ZW Color #define DV_Z float4( 0.500 , 0.050 , 0.752 , 0.237 ) //Pos L2 = XY Black & L3 = ZW Color #define DV_W float4( 24.0, 24.0, 20.0, 23.0) //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 0.0 // Set the Balance #define DL_Y 0.500 // De-Artifact Only works on some View Modes and causes performance degredation //#define DB_Y 1.0 //#define DL_Z 0.25 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#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 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.875 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 3 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define PEW 1 #define NDW 1 #define DAA 1 #elif (App == 0x72D62946 ) //Death in the Water 2 //#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 0.000 // Seperation #define DA_Y 125.0 // Near Plane Adjustment //#define DA_Z -0.5 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.100 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 0.625 // 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 0.5 // 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(0.5,0.375,0.200)// Fix enables if Value is > 0.0 //#define DI_W float3(0.5,1.0,2.0) // 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 0.500 // Min Weapon Hands That are apart of world with Auto and Trim //#define DS_X float2(0.0025,2)// 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 0.310 // Trim #define DF_W float4(0.001,0.0025,0.250,0.025)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.250 // 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 //#define DL_Z 0.25 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#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 BDF 1 //Barrel Distortion Fix k1 k2 k3 and Zoom #define DC_X -0.45 #define DC_Y 0.045 //#define DC_Z 0.000 #define DC_W 0.045 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.90 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define PEW 1 #define NFM 1 #elif (App == 0x484F434A ) //My Friendly Neighborhood //#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 0.000 // Seperation #define DA_Y 200.0 // Near Plane Adjustment //#define DA_Z -0.5 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 0.75 // 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 0.5 // 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(0.55,0.4375)// 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 FTM 0 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. ///#define DG_Z 0.500 // Min Weapon Hands That are apart of world with Auto and Trim //#define DS_X float2(0.0025,2)// 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 0.310 // Trim //#define DF_W float4(0.001,0.0025,0.250,0.025)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.200 // 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 //#define DL_Z 0.25 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#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 BDF 1 //Barrel Distortion Fix k1 k2 k3 and Zoom //#define DC_X -0.45 //#define DC_Y 0.045 //#define DC_Z 0.000 //#define DC_W 0.045 //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define PEW 1 #define DSW 1 #define DAA 1 #elif (App == 0x7B662DE3 ) //77p egg: EggWife #define DS_Z 3 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.026 // ZPD #define DF_Y 0.000 // Seperation #define DA_Y 250.0 // Near Plane Adjustment #define DA_Z -0.25 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.1 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 0.5 // 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 0.5 // 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(0.55,0.4375)// 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 FTM 0 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. ///#define DG_Z 0.500 // Min Weapon Hands That are apart of world with Auto and Trim //#define DS_X float2(0.0025,2)// 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 0.310 // Trim #define DF_W float4(0.001,0.000,0.250,0.0125)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.277 // 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 //#define DL_Z 0.25 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#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 BDF 1 //Barrel Distortion Fix k1 k2 k3 and Zoom //#define DC_X -0.45 //#define DC_Y 0.045 //#define DC_Z 0.000 //#define DC_W 0.045 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.90 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define PEW 1 #elif (App == 0xCF0D8C10 ) //Viewfinder //#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 0.00 // Seperation #define DA_Y 225.0 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset //#define DS_Y 0 // Linerzation Offset Effects only distance if true #define DB_Z 0.0375 // 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 0.250 // 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(0.5,0.375,0.25,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.0,2.5,5.0) // 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 0.100 // Min Weapon Hands That are apart of world with Auto and Trim //#define DS_X float2(0.0025,2)// 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 //Menu Detection Templates - Needs a Specail Shader to adjust #define MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.410 , 0.300 , 0.646 , 0.065) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.411 , 0.540 , 0.0, 0.0) //Pos C = XY Any & D = ZW Match //0.535 #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, 0.0, 30.0, 22.0); //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 #define MMD 2 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.165 , 0.296 , 0.287 , 0.180 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.932 , 0.880 , 0.111 , 0.166 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.075 , 0.728 , 0.166 ) //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( 0.117 , 0.163 , 0.500 , 0.075 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.7315, 0.165 , 0.750 , 0.133 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.438 , 0.500 , 0.521 , 0.855 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 30.0, 30.0, 22.0, 22.0) //Tresh Hold for Color C & D and Color #define DQ_X float4( 0.242 , 0.505 , 0.500 , 0.500 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.758 , 0.505 , 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( 30.0, 30.0, 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 */ #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.150 // 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 WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#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 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.90 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define PEW 1 #define DAA 1 #elif (App == 0x85512E6A ) //Dishonored 2 //#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 0.00 // Seperation #define DA_Y 500.0 // Near Plane Adjustment #define DA_Z -0.5 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // 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 5.0 // 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 0.625// Fix enables if Value is > 0.0 #define DI_W 7.5 // 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 0.0125 // Min Weapon Hands That are apart of world with Auto and Trim //#define DS_X float2(0.0025,2)// 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 0.125 // Trim #define DF_W float4(0.0001,0,0,0.08625)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.100 // 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 WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#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 //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define PEW 1 #define DAA 1 #elif (App == 0x887100FB ) //Trek to Yomi // Ronin #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 0.00 // Seperation #define DA_Y 100.0 // Near Plane Adjustment //#define DA_Z -0.5 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 0.750 // 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 5.0 // 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 FTM 0 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. #define DG_Z 0.025 // Min Weapon Hands That are apart of world with Auto and Trim //#define DS_X float2(0.0025,2)// 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 0.025 // Trim //#define DF_W float4(0.0001,0,0,0.08625)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.175 // 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 WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#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 LBC 1 //Letter Box Correction Offsets With X & Y //#define LBR 0 //#define LBE 1 //#define DH_Z 0.0 #define DH_W -0.256 #define LBM 1 #define DI_X 0.875 //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define PEW 1 #define DAA 1 #elif (App == 0x6C93390A ) //Lords of the Fallen #define DS_Z 3 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 500.0 // Near Plane Adjustment //#define DA_Z -0.5 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.75 // Set ZPD Boundary Level Zero #define DE_Z 0.375 // Speed that Boundary is Enforced //#define AFD 1 // Alternate Frame Detection - May be phased out //#define DG_W 5.0 // 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(0.5,0.375,0.250,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(1.0,2.5,3.75,6.25) // 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 0.025//0.100 // Min Weapon Hands That are apart of world with Auto and Trim //#define DS_X float2(0.0025,2)// 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 0.050 // Trim //#define DF_W float4(0.0001,0,0,0.08625)// Edge & Scale //Menu Detection Templates - Needs a Specail Shader to adjust #define MDD 4 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.136, 0.296 , 0.500 , 0.935) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.303, 0.295 , 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( 0.91, 0.0 , 0.0, 0.0 ) //Size = Menu [ABC] D E F #define DJ_Y float4( 29.0, 0.0, 29.0, 28.0); //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 // Main menu #define MMD 5 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 // Main menus Game Setings 1080p 1440p #define DO_X float4( 0.038 , 0.960 , 0.500 , 0.935 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.072 , 0.0235, 0.038 , 0.960 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.935 , 0.072 , 0.0235 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 26.0, 25.0, 26.0, 26.0) //Tresh Hold for Color A & B and Color //Equipment Inventory Character Journal Settings and Quit menu #define DP_X float4( 0.0788, 0.0338, 0.500 , 0.935 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.9639, 0.0310, 0.0788, 0.0338 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.935 , 0.964 , 0.030 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 28.0, 25.0, 29.0, 27.0) //Tresh Hold for Color C & D and Color //Help Pop Ups #define DQ_X float4( 0.7873 , 0.874, 0.831 , 0.896 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.936, 0.9225, 0.7873 , 0.874 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.831 , 0.896 , 0.936, 0.9225) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 19.0, 20.0, 18.0, 20.0) //Tresh Hold for Color A1 & A3 and Color //Level UP menu // Main menus Game Setings #define DR_X float4( 0.027 , 0.589 , 0.500 , 0.935 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.197 , 0.125 , 0.038 , 0.960 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.500 , 0.935 , 0.072 , 0.0235 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 21.0, 26.0, 29.0, 26.0) //Tresh Hold for Color G & H and Color //Equipment Inventory Character Journal Settings and Quit menu #define DU_X float4( 0.0788, 0.0338, 0.500 , 0.935 ) //Pos I1 = XY Color & I2 = ZW Black #define DU_Y float4( 0.991 , 0.0359 , 0.0788, 0.0338 ) //Pos I3 = XY Color & J1 = ZW Color #define DU_Z float4( 0.500 , 0.935 , 0.991 , 0.035 ) //Pos J2 = XY Black & J3 = ZW Color #define DU_W float4( 30.0, 15.0, 27.0, 15.0) //Tresh Hold for Color I & J and Color //Help Pop Ups #define DV_X float4( 0.7872, 0.875 , 0.831 , 0.896 ) //Pos K1 = XY Color & K2 = ZW Black #define DV_Y float4( 0.9362 , 0.9235 , 0.7872, 0.875 ) //Pos K3 = XY Color & L1 = ZW Color #define DV_Z float4( 0.831 , 0.896 , 0.936, 0.9225 ) //Pos L2 = XY Black & L3 = ZW Color #define DV_W float4( 18.0, 20.0, 18.0, 20.0) //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 0.150 // 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 0.375 // Compat Power #define DJ_X 0.057 // Range Smoothing //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#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 LBC 1 //Letter Box Correction Offsets With X & Y //#define LBR 0 //#define LBE 1 //#define DH_Z 0.0 #define DH_W -0.251 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.75 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define PEW 1 #define DAA 1 #define NFM 1 #define RHW 1 #elif (App == 0x97CF825C ) //Bleak Faith: Forsaken //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.050 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 37.5 // Near Plane Adjustment //#define DA_Z -0.125 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.100 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.75 // Set ZPD Boundary Level Zero #define DE_Z 0.375 // Speed that Boundary is Enforced //#define AFD 1 // Alternate Frame Detection - May be phased out //#define DG_W 5.0 // 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(0.5,0.375,0.25,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.0,3.0,7.5) // 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 0.030//0.100 // Min Weapon Hands That are apart of world with Auto and Trim //#define DS_X float2(0.0025,2)// 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 0.070 // Trim //#define DF_W float4(0.0001,0,0,0.08625)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.075 // Set the Balance #define DL_Y 0.250 // De-Artifact Only works on some View Modes and causes performance degredation #define DB_Y 0.5 // 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 WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#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 LBC 1 //Letter Box Correction Offsets With X & Y //#define LBR 0 //#define LBE 1 //#define DH_Z 0.0 //#define DH_W -0.257 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.75 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define PEW 1 #define DAA 1 #elif (App == 0xC2B6A79E ) //Daydream: Forgotte Sorrow //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.0255 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 193.75 // Near Plane Adjustment //#define DA_Z -0.125 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.75 // Set ZPD Boundary Level Zero #define DE_Z 0.375 // Speed that Boundary is Enforced //#define AFD 1 // Alternate Frame Detection - May be phased out //#define DG_W 5.0 // 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 FTM 0 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. //#define DG_Z 0.030//0.100 // Min Weapon Hands That are apart of world with Auto and Trim //#define DS_X float2(0.0025,2)// 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 0.070 // Trim //#define DF_W float4(0.0001,0,0,0.08625)// Edge & Scale //Menu Detection Templates - Needs a Specail Shader to adjust #define MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.107, 0.548 , 0.685 , 0.653) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.189 , 0.613 , 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, 30.0, 30.0, 23.0); //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 #define MMD 2 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.021 , 0.936 , 0.500 , 0.750 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.056 , 0.928 , 0.021 , 0.936 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.980 , 0.056 , 0.928 ) //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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.05 // 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 WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#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 LBC 1 //Letter Box Correction Offsets With X & Y //#define LBR 0 //#define LBE 1 //#define DH_Z 0.0 //#define DH_W -0.257 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.9 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define PEW 1 #define DAA 1 #elif (App == 0xF297227E ) //The Quarry //#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 0.00 // Seperation #define DA_Y 25.0 // Near Plane Adjustment #define DA_Z -0.5 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // 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 -0.25 // 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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.5,0.375,0.25,0.2)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.0,2.0,3.0) // 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 0.375//0.025//0.050 // Min Weapon Hands That are apart of world with Auto and Trim //#define DS_X float2(0.0025,2)// 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 0.0625//0.05//0.100 // Trim //#define DF_W float4(0.0001,0,0,0.08625)// Edge & Scale #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 0.50 // 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 0.25 // Compat Power #define DJ_X 0.142 // Range Smoothing //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#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 WND 0.5 //Weapon Near Pushes depth in and adjust perspective to match. #define LBC 1 //Letter Box Correction Offsets With X & Y #define LBR 2 #define LBE 1 //#define DH_Z 0.0 #define DH_W -0.259 #define LBM 1 #define DI_X 0.875 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.825 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define PEW 1 #define DAA 1 #elif (App == 0x303CF2B7 ) //Bramble //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.0525 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 275.0 // Near Plane Adjustment #define DA_Z -0.5 // Linerzation Offset #define DS_Y 1 // 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 -0.25 // 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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.5,0.375,0.25,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(0.25,1.25,2.5,5.0) // 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 0.375//0.025//0.050 // Min Weapon Hands That are apart of world with Auto and Trim //#define DS_X float2(0.0025,2)// 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 0.0625//0.05//0.100 // Trim //#define DF_W float4(0.0001,0,0,0.08625)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.1875 // Set the Balance //#define DL_Y 1.0 // 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 0.107 // Range Smoothing //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#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 LBC 1 //Letter Box Correction Offsets With X & Y //#define LBR 2 //#define LBE 1 //#define DH_Z 0.0 //#define DH_W -0.259 //#define LBM 1 //#define DI_X 0.875 //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 3 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define PEW 1 #define RHW 1 #elif (App == 0xE377D8F1 ) //Forza Motorsports #define DA_W 1 #define DA_X 0.170 //#define DF_Y 0.05 #define DA_Y 19.375 #define DA_Z -0.25 #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.50 // Set ZPD Boundary Level Zero #define DE_Z 0.40 // Speed that Boundary is Enforced //#define AFD 1 // Alternate Frame Detection - May be phased out //#define DG_W 0.375 // 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(0.250,0.1625,0.100)// Fix enables if Value is > 0.0 #define DI_W float3(0.5,2.5,5.0) // Like Shift Boundary DG_W But 0 to inf #define DG_Z 0.125 //Min #define DI_Z 0.050 //Trim //#define DF_W float4(0.0001,0.001,0.0,0.01)// Edge & Scale //Menu Detection Templates - Needs a Specail Shader to adjust #define MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.072 , 0.061 , 0.080 , 0.087) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.207 , 0.546 , 0.500, 0.233) //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( 0.23, 1.0 , 0.0, 0.0 ) //Size = Menu [ABC] D E F #define DJ_Y float4( 30.0, 30.0, 30.0, 16.0) //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( 0.0, 1000.0, 1000.,0.0) //Set Match Tresh //Simple Menu Detection May add one more later #define SMD 1 //If It's set to 2 it enables the Wiled Card for A and C #define DW_X float4( 0.207, 0.321 , 0.076 , 0.0965) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.207 , 0.546 ) //Pos C = XY #define DW_Z float4( 30.0, 30.0, 30.0, 16.0)//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 #define MMD 4 //Set Multi Menu Detection //Off 0 | 1 | 2 | 3 | 4 #define MMS 0 //Set Multi Menu Selection 0-1 to 29-30 //Off 0 | 1 | 2 | 3 | 4 #define MML 3 //Set Multi Menu Leniency 0-2 and 28-30 //Off 0 | 1 | 2 | 3 | 4 //Driver [Body and Suit] #define DO_X float4( 0.071 , 0.069 , 0.477 , 0.120 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.477 , 0.164 , 0.071 , 0.069 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.525 , 0.120 , 0.525 , 0.164 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 30.0, 16.0, 30.0, 16.0) //Tresh Hold for Color A & B and Color //Featured Multiplayer #define DP_X float4( 0.076 , 0.071 , 0.325 , 0.074 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.0689 , 0.139 , 0.076 , 0.071 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.325 , 0.074 , 0.931 , 0.139 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 30.0, 19.0, 30.0, 19.0) //Tresh Hold for Color C & D and Color //1Select Car & Quick Event #define DQ_X float4( 0.069 , 0.075 , 0.650 , 0.056 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.933 , 0.073 , 0.076 , 0.083 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.932 , 0.063 , 0.839 , 0.225 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 30.0, 26.0, 30.0, 26.0) //Tresh Hold for Color A1 & A3 and Color //Rivals [Open Time Attack | Featured] #define DR_X float4( 0.076 , 0.059 , 0.442 , 0.120 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.442 , 0.164 , 0.076 , 0.059 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.539 , 0.120 , 0.539 , 0.164 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 30.0, 16.0, 30.0, 16.0) //Tresh Hold for Color G & H and Color //Rivals [VIP] and Fetured #define DU_X float4( 0.076 , 0.059 , 0.597 , 0.120 ) //Pos I1 = XY Color & I2 = ZW Black #define DU_Y float4( 0.597 , 0.164 , 0.076 , 0.059 ) //Pos I3 = XY Color & J1 = ZW Color #define DU_Z float4( 0.500 , 0.238 , 0.076 , 0.0925 ) //Pos J2 = XY Black & J3 = ZW Color #define DU_W float4( 30.0, 16.0 , 30.0, 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 //Welcome Center [may change over time] and Race #define DX_X float4( 0.083 , 0.0695 , 0.725 , 0.852 ) //Pos M1 = XY Color & M2 = ZW Black #define DX_Y float4( 0.0735 , 0.098 , 0.076 , 0.070 ) //Pos M3 = XY Color & N1 = ZW Color #define DX_Z float4( 0.088 , 0.321 , 0.053 , 0.321 ) //Pos N2 = XY Black & N3 = ZW Color #define DX_W float4( 30.0, 30.0, 30.0, 16.0) //Tresh Hold for Color M & N and Color //Cars and Media #define DY_X float4( 0.069 , 0.0845 , 0.088 , 0.395 ) //Pos O1 = XY Color & O2 = ZW Black #define DY_Y float4( 0.053 , 0.395 , 0.074 , 0.080 ) //Pos O3 = XY Color & P1 = ZW Color #define DY_Z float4( 0.088 , 0.543 , 0.053 , 0.543 ) //Pos P2 = XY Black & P3 = ZW Color #define DY_W float4( 30.0, 16.0, 30.0, 16.0) //Tresh Hold for Color O & P and Color #define BMT 1 #define DF_Z 0.111 #define SMS 1 //SM Toggle Separation #define DL_X 0.875 //SM Tune #define DL_W 0.000 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 1 //HQ Smooth #define SDU 1 #define HMT 1 #define HMC 0.625 #define NDW 1 #define PEW 1 #define DAA 1 #elif (App == 0xB4403655 ) //Elden Ring //#define DS_Z 4 // Set View Mode #define DA_W 1 #define DA_X 0.060//0.121 #define DF_Y 0.0//0.025 #define DA_Y 62.0 //30.00 #define DA_Z -0.125 #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DE_X 1 #define DE_Y 0.700 #define DE_Z 0.375 #define DG_W -0.125 //popout #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(0.6,0.5,0.375,0.25) // Fix enables if Value is > 0.0 #define DI_W float4(0.5,0.75,1.25,2.5) // Like Shift Boundary DG_W But 0 to inf #define BMT 1 #define DF_Z 0.05 //0.100 //0.125 #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 -0.5 // Compat Power //#define DJ_X 0.250 // Range Smoothing #define LBC 2 //Letter Box Correction #define DH_X 1.340 //Map and Equipment #define MMD 4 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.051, 0.068, 0.050 , 0.955 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.935 , 0.0915, 0.040, 0.060 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.072 , 0.954 , 0.752 , 0.112 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 20.0 , 5.0 , 19.0 , 18.0 ) //Tresh Hold for Color A & B and Color // Item Crafting and Inventory #define DP_X float4( 0.033 , 0.046, 0.0725 , 0.954 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.345 , 0.180, 0.039 , 0.052 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.0725, 0.954 , 0.345 , 0.180 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 20.0 , 4.0 , 20.0 , 4.0) //Tresh Hold for Color C & D and Color // Status and Messages #define DQ_X float4( 0.042 , 0.037 , 0.0725 , 0.954 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.065 , 0.420 , 0.041 , 0.055 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.207 , 0.954 , 0.203 , 0.180 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 18.0, 19.0, 20.0, 4.0) //Tresh Hold for Color A1 & A3 and Color //Multi Player and System #define DR_X float4( 0.038 , 0.035 , 0.0725 , 0.954 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.792, 0.4145 , 0.037 , 0.058 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.207 , 0.954 , 0.611 , 0.180 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 19.0, 19.0, 16.0, 4.0) //Tresh Hold for Color G & H and Color /* #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 */ #define WND 1.0 //Weapon Near Pushes depth in and adjust perspective to match. #define FRM 0 //Smooth Mode Setting #define DL_X 0.737 //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 DAA 1 #define DSW 1 #elif (App == 0x49D2CF5E ) //Lies of P #define DA_W 1 #define DA_X 0.025 #define DF_Y 0.005 #define DA_Y 75.0 //#define DA_Z -0.0001 #define DB_Z 0.050 #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(0.5,0.375,0.250,0.09) // Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.5,2.5,3.75) // Like Shift Boundary DG_W But 0 to inf #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 0.5 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 0.5 // Compat Power //Menu Detection Templates - Needs a Specail Shader to adjust #define MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.062, 0.0884, 0.904 , 0.062) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.919, 0.996 , 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( 20.0, 3.0, 7.0, 21.0) //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 #define SMD 1 //If It's set to 2 it enables the Wiled Card for A and C #define DW_X float4( 0.891, 0.062 , 0.904 , 0.062) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.919, 0.996 ) //Pos C = XY #define DW_Z float4( 23.0, 3.0, 7.0, 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 MMD 6 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 //Character Info and Level Up #define DO_X float4( 0.621 , 0.056 , 0.670 , 0.400 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.760 , 0.070 , 0.082 , 0.158 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.650 , 0.7504 , 0.082 , 0.5565 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 16.0, 12.0, 25.0, 25.0) //Tresh Hold for Color A & B and Color // Level Up #define DP_X float4( 0.082 , 0.158 , 0.6431, 0.7515 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.082 , 0.5565 , 0.082 , 0.158 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.083 , 0.3413, 0.082 , 0.5565 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 25.0, 25.0, 25.0, 25.0) //Tresh Hold for Color C & D and Color // Select Combat Style Pop up #define DQ_X float4( 0.254 , 0.616 , 0.530 , 0.625 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.666 , 0.612 , 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( 21.0, 22.0, 1000.0, 1000.0) //Tresh Hold for Color A1 & A3 and Color //Mini Info Pop ups cards and Loading #define DR_X float4( 0.430 , 0.195 , 0.743 , 0.320 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.409 , 0.798 , 0.097 , 0.892 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.750 , 0.020 , 0.500 , 0.650 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 19.0, 16.0, 10.0, 20.0) //Tresh Hold for Color G & H and Color //Storage 4k, 1440p & 1080p #define DU_X float4( 0.057, 0.141 , 0.944 , 0.0725 ) //Pos I1 = XY Color & I2 = ZW Black #define DU_Y float4( 0.853 , 0.072 , 0.057, 0.141 ) //Pos I3 = XY Color & J1 = ZW Color #define DU_Z float4( 0.944 , 0.07265 , 0.853 , 0.072 ) //Pos J2 = XY Black & J3 = ZW Color #define DU_W float4( 14.0, 13.0, 14.0, 13.0) //Tresh Hold for Color I & J and Color //Teleport Stargazer #define DV_X float4( 0.102 , 0.080 , 0.759 , 0.814 ) //Pos K1 = XY Color & K2 = ZW Black #define DV_Y float4( 0.125 , 0.72665 , 0.1415 , 0.080 ) //Pos K3 = XY Color & L1 = ZW Color #define DV_Z float4( 0.759 , 0.814 , 0.125 , 0.72665) //Pos L2 = XY Black & L3 = ZW Color #define DV_W float4( 23.0, 10.0, 23.0, 10.0) //Tresh Hold for Color K & L and Color //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.85 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 2 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define DAA 1 #define PEW 1 #elif (App == 0x503B2674 ) //Ratchet and Clank Rift Apart #define DA_W 1 #define DA_X 0.037 #define DF_Y 0.000 #define DA_Y 72.5 //#define DA_Z -0.0001 #define DB_Z 0.025 #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(0.5,0.375,0.250,0.09) // Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.0,2.5,5.0) // Like Shift Boundary DG_W But 0 to inf #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 1.0 // De-Artifact Only works on some View Modes and causes performance degredation #define DL_Z -0.75 // Compat Power //Menu Detection Templates - Needs a Specail Shader to adjust #define MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.357, 0.034 , 0.761 , 0.160) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.418 , 0.118 , 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, 2.0, 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 DJ_Z float4( 1000., 1000., 1000.,0.0) //Set Match Tresh //Simple Menu Detection May add one more later #define SMD 1 //If It's set to 2 it enables the Wiled Card for A and C #define DW_X float4( 0.0405, 0.9165 , 0.072 , 0.955) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.060 , 0.050 ) //Pos C = XY #define DW_Z float4( 20.0, 3.0, 12.0, 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 0-1 to 29-30 //Off 0 | 1 | 2 | 3 | 4 #define MML 0 //Set Multi Menu Leniency 0-2 and 28-30 //Off 0 | 1 | 2 | 3 | 4 //Block One #define DO_X float4( 0.336 , 0.859 , 0.390 , 0.065 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.858 , 0.818 , 0.888 , 0.820 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.390 , 0.065 , 0.083 , 0.868 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 29.0, 29.0, 28.0, 28.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.470 , 0.459 , 0.390 , 0.065 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.750 , 0.137 , 0.612 , 0.710 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.390 , 0.065 , 0.858 , 0.191 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 30.0, 25.0, 29.0, 28.0) //Tresh Hold for Color C & D and Color //Block Two #define DQ_X float4( 0.234 , 0.117 , 0.390 , 0.065 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.850 , 0.519 , 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( 29.0, 28.0, 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 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.800 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define DAA 1 #define PEW 1 #elif (App == 0xA867FE21 ) //Senran Kagura Peach Ball // Spcial Depth Trigger Needs to be reworked.To also account for DLSS Offsets if Detected. #define DA_Y 72.5 #define DA_Z -0.0011 #define DA_X 0.200 #define DF_Y 0.200 #define DE_X 2 #define DE_Y 0.075 #define DE_Z 0.375 #define HMT 1 #define HMC 0.5 #define SDT 1 //Spcial Depth Trigger With X & Y Offsets #define DG_X -0.190 #define DG_Y 0.0 #elif (App == 0xE6A36579 ) //The Outer Wilds #define DA_W 1 // Set Linerzation #define DB_X 1 // Flip #define DA_X 0.015 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 101.0 // Near Plane Adjustment #define DA_Z -1.0 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.830 // 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 FTM 0 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. #define DG_Z 0.0525 // 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 0.1875 // Trim //#define DF_W float4(0.0001,0.000375,0,0)// Edge & Scale //Simple Menu Detection May add one more later #define SMD 1 //If It's set to 2 it enables the Wiled Card for A and C #define DW_X float4( 0.250, 0.007 , 0.500 , 0.085) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.750 , 0.046 ) //Pos C = XY #define DW_Z float4( 17.0, 17.0, 17.0, 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 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define PEW 1 #elif (App == 0x6C54F60B ) //Sonic Superstars #define DA_W 1 // Set Linerzation #define DB_X 1 // Flip #define DA_X 0.26 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 10.0 // Near Plane Adjustment //#define DA_Z -1.0 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.1 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 1.0 // 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 0.005// Fix enables if Value is > 0.0 #define DI_W 4.5 // 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 0.0525 // 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 0.1875 // Trim //#define DF_W float4(0.0001,0.000375,0,0)// Edge & Scale //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 0-1 to 29-30 //Off 0 | 1 | 2 | 3 | 4 #define MML 0 //Set Multi Menu Leniency 0-2 and 28-30 //Off 0 | 1 | 2 | 3 | 4 //Emraled Finish & Start Menu #define DO_X float4( 0.111 , 0.349 , 0.500 , 0.442 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.872 , 0.134 , 0.922 , 0.147 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.735 , 0.546 , 0.762 , 0.546 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 17.0, 18.0, 17.0, 18.0) //Tresh Hold for Color A & B and Color //Acts 4K #define DP_X float4( 0.376 , 0.812 , 0.900 , 0.685 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.698 , 0.832 , 0.111 , 0.349 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.442 , 0.872 , 0.103 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 30.0, 18.0, 17.0, 18.0) //Tresh Hold for Color C & D and Color #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 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define DAA 1 #define PEW 1 #define DSW 1 #elif (App == 0x987064F4 ) //Dead Island 2 //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.020//0.0125//0.025 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 32.5//33.0//50.5//25.0 // Near Plane Adjustment #define DA_Z -1.0 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.035 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 0.875 // 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 0.75 // 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 0.750 // 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 0.050 // 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 0.050 // Trim #define DF_W float4(0.0001,0.0,0.125,0.0025)// Edge & Scale //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 0-1 to 29-30 //Off 0 | 1 | 2 | 3 | 4 #define MML 0 //Set Multi Menu Leniency 0-2 and 28-30 //Off 0 | 1 | 2 | 3 | 4 //Menus and Death 25 #define DO_X float4( 0.100 , 0.075 , 0.063 , 0.030 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.059 , 0.960 , 0.8125, 0.463 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.500 , 0.8125, 0.638 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 11.0, 30.0, 1000.0, 1000.0) //Tresh Hold for Color A & B and Color //Main Menu and Extras #define DP_X float4( 0.731 , 0.325 , 0.050 , 0.950 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.9585 , 0.150 , 0.100 , 0.075 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.050 , 0.950 , 0.059 , 0.960 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 30.0, 30.0, 11.0, 30.0) //Tresh Hold for Color C & D and Color //Skills & Upgrades #define DQ_X float4( 0.100 , 0.075 , 0.063 , 0.030 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.834 , 0.046 , 0.100 , 0.075 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.064 , 0.031 , 0.834 , 0.046 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 11.0, 30.0, 11.0, 30.0) //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 #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.35 // 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 WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#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 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.7625 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 2 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define PEW 1 #elif (App == 0x20721071 ) //RoboCop //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.0375//0.025//0.050 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 250.0//410.0//200.0 // Near Plane Adjustment #define DA_Z -0.375 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection #define DE_X 4 // 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 0.25 // 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(0.625,0.5,0.375)// Fix enables if Value is > 0.0 #define DI_W float3(0.5,1.0,2.0) // 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 0.100 // 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 WND -0.5 //Weapon Near Pushes depth in and adjust perspective to match. //Menu Detection Templates - Needs a Specail Shader to adjust #define MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.086, 0.085 , 0.500 , 0.025) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.527 , 0.085 , 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( 18.0, 1.0, 18.0, 21.0) //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 //Simple Menu Detection May add one more later #define SMD 2 #define DW_X float4( 0.086, 0.085 , 0.500 , 0.025) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.527 , 0.085 ) //Pos C = XY #define DW_Z float4( 20.0, 1.0, 20.0, 19.0)//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 , 0.250 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.370 , 0.700 ) //Pos C = XY #define DW_W float4( 21.0, 0.0, 21.0, 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. //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 0-1 to 29-30 //Off 0 | 1 | 2 | 3 | 4 #define MML 0 //Set Multi Menu Leniency 0-2 and 28-30 //Off 0 | 1 | 2 | 3 | 4 //Block One #define DO_X float4( 0.662 , 0.244 , 0.832 , 0.443 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.725 , 0.605 , 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( 23.0, 10.0, 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 //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( 0.700 , 0.339 , 0.447 , 0.447) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.935 , 0.854 , 0.690 , 0.500) //Pos C = XY Any & UI Postion #define DDD_Z float4( 14.0, 0.0, 0.0, 13.0) //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( 0.240, 0.125, 1.0, 1.0) //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 0 //Off 0 | 1 Trigger on Aim #define DEE_X float4( 0.500 , 0.881 , 0.500 , 0.195) //Pos A = XY Any & B = ZW Lock #define DEE_Y float4( 0.500 , 0.813 , 0.5 , 0.5) //Pos C = XY Any & UI Postion #define DEE_Z float4( 17.0, 0.0, 0.0, 18.0) //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( 0.290, 0.11, 1.0, 0.625) //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 0.15 // Set the Balance #define DL_Y 0.50 // De-Artifact Only works on some View Modes and causes performance degredation #define DB_Y 0.5 // 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 WSM 4 // Weapon Setting Mode #define DB_W 13 // Weapon Profile #define DF_X float2(0.125,0.250) // 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 FPS 2 // FPS Focus Settings #define DK_X 2 //Trigger Type //#define DK_Y 0 //Eye Selection #define DK_Z 4 //Reduction Power #define DK_W 4 //Set Shift Speed //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.90 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define DAA 1 #define PEW 1 #define NFM 1 #define DSW 1 #elif (App == 0x612857BB ) //Borderlands OG //#define DB_X 1 // Flip #define DA_X 0.025 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 35.0 // Near Plane Adjustment //#define DA_Z -0.375 // Linerzation Offset #define DS_Y 3 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 0.6 // Set ZPD Boundary Level Zero #define DE_Z 0.4375 // Speed that Boundary is Enforced //#define AFD 1 // Alternate Frame Detection - May be phased out #define DG_W 1.0 // 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(0.75,0.625,0.5)// Fix enables if Value is > 0.0 //#define DI_W float3(1.0,1.5,2.0) // 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 0.025 // 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 0.100 // Trim #define DF_W float4(0.0001,0.0,0.0,0.01875)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.5 // Set the Balance #define DL_Y 0.50 // De-Artifact Only works on some View Modes and causes performance degredation //#define DB_Y 0.5 // 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 WSM 4 // Weapon Setting Mode //#define DB_W 18 // Weapon Profile //#define DF_X float2(0.0001,0.5) // 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 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.90 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define DAA 1 #define PEW 1 #define DSW 1 #elif (App == 0xC0738C5B ) //Street Fighter 6 //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.250 // ZPD //#define DF_Y 0.00 // Seperation #define DA_Y 100.0 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset //#define DS_Y 0 // Linerzation Offset Effects only distance if true #define DB_Z 0.075 // Auto Depth Protection #define DE_X 3 // ZPD Boundary #define DE_Y 0.50 // 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 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(0.25,0.1375,0.0625,0.00625)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.5,5.0,37.5) // 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 0.050 // 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 0.050 // Trim //#define DF_W float4(0,0,0,0)// Edge & Scale #define WND 1.0 //Weapon Near Pushes depth in and adjust perspective to match. //Stencil UI & Detection #define SUI 1 //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( 0.332 , 0.396 , 0.500 , 0.625) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.695 , 0.385 , 0.5 , 0.5) //Pos C = XY Any & UI Postion #define DDD_Z float4( 30.0, 27.0, 7.0, 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( 0.280, 0.365, 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. */ //Menu Detection Templates - Needs a Specail Shader to adjust #define MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.400 , 0.122 , 0.041 , 0.971) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.600 , 0.122 , 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( 27.0, 3.0, 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 DJ_Z float4( 1000., 1000., 1000.,0.0) //Set Match Tresh //Simple Menu Detection May add one more later #define SMD 2 //If It's set to 2 it enables the Wiled Card for A and C #define DW_X float4( 0.400 , 0.115 , 0.041 , 0.971) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.600 , 0.115 ) //Pos C = XY #define DW_Z float4( 27.0, 3.0, 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 DT_X float4( 0.180 , 0.482 , 0.3375, 0.0235) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.685 , 0.198 ) //Pos C = XY #define DW_W float4( 30.0, 0.0, 29.0, 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( 0.150 , 0.500 , 0.500 , 0.150) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.500 , 0.85 ) //Pos C = XY #define DAA_Z float4( 0.0, 0.0, 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( 0.8835, 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. //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 0-1 to 29-30 //Off 0 | 1 | 2 | 3 | 4 #define MML 1 //Set Multi Menu Leniency 0-2 and 28-30 //Off 0 | 1 | 2 | 3 | 4 //Stage Select 4k KB & Controller #define DO_X float4( 0.500 , 0.200 , 0.745 , 0.188 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.500 , 0.60925 , 0.500 , 0.200 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.745 , 0.185 , 0.500 , 0.60925 ) //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 //Settings Menu 4k KB & Controller #define DP_X float4( 0.400 , 0.099 , 0.081 , 0.083 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.600 , 0.099 , 0.400 , 0.099 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.081 , 0.080 , 0.600 , 0.099 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 27.0, 27.0, 27.0, 27.0) //Tresh Hold for Color C & D and Color //Options Menu 4k KB & Controller #define DQ_X float4( 0.0295, 0.060 , 0.040 , 0.0995) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.970 , 0.106 , 0.0295, 0.060 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.040 , 0.1025, 0.970 , 0.106 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 21.0, 23.0, 21.0, 23.0) //Tresh Hold for Color A1 & A3 and Color //Command List Menu 4k KB & Controller #define DR_X float4( 0.0665, 0.191 , 0.935 , 0.203 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.900 , 0.207 , 0.0665, 0.191 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.935 , 0.200 , 0.900 , 0.207 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 22.0, 13.0, 22.0, 13.0) //Tresh Hold for Color G & H and Color //Block Three #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.025 // 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 0.5 // Compat Power //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.75 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune #define HQT 1 //HQ Trigger #define DM_Y 4 //HQ VRS #define DAA 1 #define PEW 1 #define NFM 1 #elif (App == 0x845698D8 ) //Armor Core 6 //#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 0.00 // Seperation #define DA_Y 50.0 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset //#define DS_Y 0 // Linerzation Offset Effects only distance if true #define DB_Z 0.100 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.500 // 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 0.250 // 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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.15 // Set the Balance #define DL_Y 0.50 // 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 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.75 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 2 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define DAA 1 #define PEW 1 #elif (App == 0x29958522 ) // MGS 2 SoL //#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 0.00 // Seperation #define DA_Y 250.0 // 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 6 // 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 0.250 // 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(0.5,0.375,0.25,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.0,2.5,25.0) // 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 0.100 // 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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.150 // 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 WSM 4 // Weapon Setting Mode #define DB_W 14 // Weapon Profile #define DF_X float2(0.001,0.270) // ZPD Weapon Boundarys Level 1 and Level 2 #elif (App == 0x299586D5 ) // MGS 3 SE //#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 0.00 // Seperation #define DA_Y 125.0 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset //#define DS_Y 0 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // 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 0.250 // 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(0.5,0.375,0.25,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.0,2.5,7.5) // 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 0.0125 // 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 0.125 // Auto #define DI_Z 0.025 // Trim #define DF_W float4(0.001,0,0,0.005)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.150 // 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 WSM 4 // Weapon Setting Mode //#define DB_W 15 // Weapon Profile //#define DF_X float2(0.125,0.250) // ZPD Weapon Boundarys Level 1 and Level 2 #elif ( App == 0xDA05BA00 ) //Tiny Tina's Wonderlands //#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 0.00 // Seperation #define DA_Y 31.5 // Near Plane Adjustment #define DA_Z -0.25 // Linerzation Offset #define DS_Y 3 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection #define DE_X 4 // ZPD Boundary #define DE_Y 0.7 // 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 2.0 // Shift Boundary Out of screen 0.5 and or In screen -0.5 #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 2.5 //ZPD Weapon Boundary Alt Adjust power for CWH #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(0.5,0.250)// Fix enables if Value is > 0.0 #define DI_W float2(2.75,3.5) // 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 WND 0.5 //Weapon Near Pushes depth in and adjust perspective to match. #define DG_Z 0.035//0.025 // 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 0.07 //0.100 // Trim #define DF_W float4(0.0001,0.00375,0.1,0.005)// Edge & Scale //0.005 #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.375 // 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 -0.5 // Compat Power #define WSM 4 // Weapon Setting Mode #define DB_W 10 // Weapon Profile #define DF_X float2(0.001,0.270) // ZPD Weapon Boundarys Level 1 and Level 2 #define LHA 1 //#define WHM 1 //Weapon Hand Masking lets you use DT_Z //#define DT_Z -2.5 //Masking Power //#define DT_W float2(-0.25,0.015)//WH scale and cutoff //Lock Out Menu Detectors #define LMD 1 //Off 0 | 1 #define DCC_X float4( 0.033 , 0.949 , 0.029, 0.949) //Pos A = XY Any & B = ZW Lock #define DCC_Y float2( 0.042 , 0.949 ) //Pos C = XY #define DCC_Z float4( 20.0, 0.0, 25.0, 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 1 //Off 0 | 1 | 2 | 3 | 4 #define DW_X float4( 0.745, 0.0535 , 0.380 , 0.879) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.502, 0.880 ) //Pos C = XY #define DW_Z float4( 17.0, 0.0, 21.0, 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 -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 //Inventory & Skills S #define DO_X float4( 0.786 , 0.800 , 0.875 , 0.8085) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.862 , 0.822 , 0.630 , 0.920 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.732 , 0.856 , 0.445 , 0.137) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 25.0, 23.0, 23.0, 25.0) //Tresh Hold for Color A & B and Color //Class Select & Customize Character S #define DP_X float4( 0.200 , 0.255 , 0.085 , 0.135 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.432 , 0.255 , 0.978 , 0.074 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.085 , 0.135 , 0.053 , 0.150 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 28.0, 28.0, 30.0, 23.0) //Tresh Hold for Color C & D and Color //Hero Stats S #define DQ_X float4( 0.636 , 0.535 , 0.704 , 0.856 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.919 , 0.828 , 0.636 , 0.720 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.704 , 0.856 , 0.919 , 0.828 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 25.0, 24.0, 25.0, 24.0) //Tresh Hold for Color A1 & A3 and Color // Myth Rank WIP S #define DR_X float4( 0.712 , 0.071 , 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 //Journal Hero & Journal World Buffs #define DU_X float4( 0.396 , 0.893 , 0.0625, 0.500 ) //Pos I1 = XY Color & I2 = ZW Black #define DU_Y float4( 0.1905, 0.204 , 0.396 , 0.893 ) //Pos I3 = XY Color & J1 = ZW Color #define DU_Z float4( 0.0625, 0.500 , 0.235 , 0.197 ) //Pos J2 = XY Black & J3 = ZW Color #define DU_W float4( 24.0, 27.0, 24.0, 27.0) //Tresh Hold for Color I & J and Color // Journal Scrolls #define DV_X float4( 0.396 , 0.893 , 0.0625, 0.500 ) //Pos K1 = XY Color & K2 = ZW Black #define DV_Y float4( 0.271 , 0.194 , 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( 24.0, 27.0, 1000.0, 1000.0) //Tresh Hold for Color K & L and Color #define LBC 1 //Letter Box Correction Offsets With X & Y //#define LBR 0 //#define LBE 1 //#define DH_Z 0.0 #define DH_W -0.237 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define DAA 1 #define PEW 1 #define NDW 1 #elif (App == 0xEFB2EF28 ) //Remothered: Tormented Fathers //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.125 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 100.0 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset //#define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.100 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.500 // 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 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(0.375,0.250,0.125,0.0375)// Fix enables if Value is > 0.0 #define DI_W float4(1.25,2.5,5.0,25) // Like Shift Boundary DG_W But 0 to inf //#define FTM 0 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. // DG_Z 0.045 // 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 0.100 // Trim //#define DF_W float4(0.0001,0.001,0.125,0.055)// Edge & Scale #define MDD 2 //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( 0.609 , 0.2325 , 0.948 , 0.500) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.939 , 0.721 , 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( 0.6, 0.0 , 0.0, 0.0 ) //Size = Menu [ABC] D E F #define DJ_Y 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 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 2 //Off 0 | 1 | 2 | 3 | 4 #define DW_X float4( 0.468 , 0.172 , 0.950 , 0.890) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.968 , 0.172 ) //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( 0.662 , 0.253 , 0.765 , 0.4085) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.863 , 0.253 ) //Pos C = XY #define DW_W float4( 30.0, 30.0, 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( 0.144 , 0.174 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.556 , 0.174 ) //Pos C = XY #define DAA_Z float4( 21.0, 1000.0, 21.0, 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 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 0.150 // 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 1.00 // Compat Power //#define WSM 4 // Weapon Setting Mode //#define DB_W 5 // Weapon Profile //#define DF_X float2(0.001,0.270) // ZPD Weapon Boundarys Level 1 and Level 2 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.725 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 5 //HQ Tune //#define HQT 1 //HQ Trigger #define DM_Y 3 //HQ VRS #define PEW 1 #define FOV 1 #define DAA 1 #elif (App == 0xD116F332 ) //Remothered: Broken Porcelain //#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 0.00 // Seperation #define DA_Y 100.0 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset //#define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.050 // 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 0.250 // 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(0.5,0.250,0.125)// Fix enables if Value is > 0.0 #define DI_W float3(0.5,1.25,2.5) // Like Shift Boundary DG_W But 0 to inf //#define FTM 0 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. // DG_Z 0.045 // 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 0.100 // Trim //#define DF_W float4(0.0001,0.001,0.125,0.055)// Edge & Scale #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( 0.582 , 0.117 , 0.079 , 0.935) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.726 , 0.117 , 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, 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 DJ_Z float4( 1000., 1000., 1000, 0.0) //Set Match Tresh and IU Y Elevation or Cut-Off -1-1 #define SMD 4 //Loading Screen One #define DW_X float4( 0.005, 0.8825, 0.125 , 0.125) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.080 , 0.940 ) //Pos C = XY #define DW_Z float4( 26.0, 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. //Loading Screen Two #define DT_X float4( 0.005, 0.8825, 0.125 , 0.125) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.995, 0.8825 ) //Pos C = XY #define DW_W 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. //Objective #define DAA_X float4( 0.270 , 0.117 , 0.079 , 0.935) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.411 , 0.117 ) //Pos C = XY #define DAA_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. //Collectibles #define DBB_X float4( 0.427 , 0.117 , 0.079 , 0.935) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.568 , 0.117 ) //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. //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 0-1 to 29-30 //Off 0 | 1 | 2 | 3 | 4 #define MML 1 //Set Multi Menu Leniency 0-2 and 28-30 //Off 0 | 1 | 2 | 3 | 4 //Video & Controls #define DO_X float4( 0.261 , 0.117 , 0.261 , 0.100 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.9245, 0.934 , 0.419 , 0.117 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.419 , 0.100 , 0.9245, 0.934 ) //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 //Audio & Language #define DP_X float4( 0.577 , 0.117 , 0.577 , 0.100 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.9245, 0.934 , 0.730 , 0.117 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.730 , 0.100 , 0.9245, 0.934 ) //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 #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.250 // Set the Balance #define DL_Y 0.5 // De-Artifact Only works on some View Modes and causes performance degredation //#define DB_Y 0.5 // 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 WSM 4 // Weapon Setting Mode //#define DB_W 5 // Weapon Profile //#define DF_X float2(0.001,0.270) // ZPD Weapon Boundarys Level 1 and Level 2 //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define PEW 1 #define FOV 1 #define DAA 1 #elif (App == 0x1BB6E62A ) //AMID EVIL RTX #define DA_W 1 #define DA_X 0.025 #define DF_Y 0.015 #define DA_Y 25.5 //#define DA_Z 0.000125 #define DB_Z 0.050 // Auto Depth Protection #define DE_X 4 #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 0.250 // 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(0.5,1.25) // Like Shift Boundary DG_W But 0 to inf #define WND -1.0 //Weapon Near Pushes depth in and adjust perspective to match. #define BMT 1 #define DF_Z 0.030 #define SMS 2 //SM Toggle Separation #define DL_X 0.825 //SM Tune //#define DL_W 0.050 //SM Perspective #define DM_X 4 //HQ Tune #define DM_Z 2 //HQ Smooth #define DM_Y 0 //HQ VRS #define FMM 1 #define PEW 1 #define DAA 1 #define DB_W 27 #elif (App == 0x11763BB7 ) //FATAL Frame Maiden of the Black Water.... Too Damn spooky.... //#define DS_Z 2 // Set View Mode //#define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.125 // ZPD #define DF_Y 0.018 // Seperation #define DA_Y 10.0 //12.5 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.075 // 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 0.250 // 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(0.500,0.375,0.250,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.25,2.5,5.0) // Like Shift Boundary DG_W But 0 to inf //#define FTM 0 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. // DG_Z 0.045 // 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 0.100 // Trim //#define DF_W float4(0.0001,0.001,0.125,0.055)// Edge & Scale //Simple Menu Detection May add one more later #define SMD 3 //Off 0 | 1 | 2 //Book Pop Up #define DW_X float4( 0.075 , 0.131 , 0.842 , 0.918) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.907 , 0.129 ) //Pos C = XY #define DW_Z float4( 28.0, 22.0, 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. //Pause Menu & Options #define DT_X float4( 0.075 , 0.131 , 0.842 , 0.9205) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.181 , 0.0495 ) //Pos C = XY #define DW_W float4( 28.0,22.0, 22.0, 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. //Menu #define DAA_X float4( 0.908 , 0.129 , 0.654 , 0.899) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.842 , 0.921 ) //Pos C = XY #define DAA_Z float4( 30.0, 15.0, 22.0, 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. //Item Pop Up //#define DT_X float4( 0.689 , 0.835 , 0.768 , 0.857) //Pos A = XY Any & B = ZW Lock //#define DT_Y float2( 0.768 , 0.862 ) //Pos C = XY //#define DW_W float4( 16.0, 1.0, 22.0, 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 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 //Map / Book Pop Up #define DO_X float4( 0.613 , 0.8645, 0.500 , 0.850 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.702 , 0.869 , 0.613 , 0.8645 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.850 , 0.702 , 0.869 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 29.0, 22.0, 22.0, 22.0) //Tresh Hold for Color A & B and Color //Pause Menu & Options / More Map #define DP_X float4( 0.075 , 0.131 , 0.842 , 0.918 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.907 , 0.129 , 0.075 , 0.132 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.200 , 0.875 , 0.921 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 28.0, 30.0, 29.0, 22.0) //Tresh Hold for Color C & D and Color #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.150 // 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 0.375 // Compat Power #define DJ_X 0.035 // Range Smoothing //#define WSM 4 // Weapon Setting Mode //#define DB_W 5 // Weapon Profile //#define DF_X float2(0.001,0.270) // ZPD Weapon Boundarys Level 1 and Level 2 #define WND -1.0 //Weapon Near Pushes depth in and adjust perspective to match. //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.875 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 6 //HQ Tune #define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define FOV 1 #define PEW 1 #define DAA 1 #elif (App == 0xAF6A1BF0 ) //FATAL Frame Mask ofthe Lunar //#define DS_Z 2 // Set View Mode //#define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.1325 // ZPD #define DF_Y 0.0125 // Seperation #define DA_Y 12.5 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.075 // 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(0.500,0.375,0.250,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.25,2.5,5.0) // Like Shift Boundary DG_W But 0 to inf //#define FTM 0 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. // DG_Z 0.045 // 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 0.100 // Trim //#define DF_W float4(0.0001,0.001,0.125,0.055)// Edge & Scale //Simple Menu Detection May add one more later #define SMD 3 //Off 0 | 1 | 2 #define DW_X float4( 0.382, 0.202 , 0.7015 , 0.868) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.617 , 0.279 ) //Pos C = XY #define DW_Z float4( 21.0, 0.0, 21.0, 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( 0.058, 0.143 , 0.893 , 0.943) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.162 , 0.044 ) //Pos C = XY #define DW_W float4( 22.0, 0.0, 22.0, 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( 0.058 , 0.144 , 0.8715 , 0.935) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.162 , 0.044 ) //Pos C = XY #define DAA_Z float4( 22.0, 0.0, 22.0, 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 0.150 // 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 0.035 // Range Smoothing //#define WSM 4 // Weapon Setting Mode //#define DB_W 5 // Weapon Profile //#define DF_X float2(0.001,0.270) // ZPD Weapon Boundarys Level 1 and Level 2 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.875 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 6 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define FOV 1 #define PEW 1 #define DAA 1 #elif (App == 0x60F43F45 ) //Resident Evil 7 //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.050 // ZPD #define DF_Y 0.075 // Seperation #define DA_Y 22.5 // 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 0.050 // 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 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 2.5 //ZPD Weapon Boundary Alt Adjust power for CWH #define DG_W 0.75 // 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(0.5,0.375,0.250)// Fix enables if Value is > 0.0 #define DI_W float3(1.5,2.5,3.5) // 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 0.050 // 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 0.125 // Trim #define WND 0.5 //Weapon Near Pushes depth in and adjust perspective to match. #define DF_W float4(0.0001,0.0025,0.050,0.025)// Edge & Scale //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 //Pause Menu & Options #define DO_X float4( 0.7605, 0.2175, 0.500 , 0.330 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.2395, 0.680 , 0.079 , 0.518 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.392 , 0.500 , 0.339 , 0.184 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 18.0, 18.0, 18.0, 18.0) //Tresh Hold for Color A & B and Color //Controls / Display / Display / Audio / Language / Graphics #define DP_X float4( 0.4015, 0.184, 0.392 , 0.500 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.9225, 0.740 , 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( 18.0, 18.0, 1000.0, 1000.0) //Tresh Hold for Color C & D and Color //Files & Map #define DQ_X float4( 0.6305, 0.0645, 0.472 , 0.500 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.161 , 0.815 , 0.6305, 0.0645) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.499 , 0.099 , 0.3765, 0.753 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 18.0, 18.0, 18.0, 18.0) //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 #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.2 // 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 1.00 // Compat Power //#define DJ_X 0.02 // Range Smoothing //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune //#define HQT 1 //HQ Trigger #define DM_Y 5 //HQ VRS #define BDF 1 #define DC_X 0.25 #define DC_Y 0.1 #define DC_Z -0.0625 #define DC_W -0.049 #define FOV 1 #define RHW 1 #define PEW 1 #define DAA 1 #elif (App == 0x21DC397E || App == 0x653AF1E1) //Gold Source AKA HL //#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 0.075 // Seperation #define DA_Y 25.0 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 7 // 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 0.100 // 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(0.500,0.250)// Fix enables if Value is > 0.0 #define DI_W float2(0.50,2.5) // Like Shift Boundary DG_W But 0 to inf //#define FTM 0 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. // DG_Z 0.045 // 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 0.100 // Trim //#define DF_W float4(0.0001,0.001,0.125,0.055)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.100 // 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 0.25 // Compat Power //#define DJ_X 0.02 // Range Smoothing #define WSM 3 #define DB_W 9 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define FOV 1 #elif (App == 0x226B75F8) //Lethal Company //#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 55.0 // Near Plane Adjustment //#define DA_Z -1.0 // Linerzation Offset //#define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 5 // 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 0.100 // 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(0.625,1.0) // 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 WND 0.500 //Weapon Near Pushes depth in and adjust perspective to match. #define DG_Z 0.030 // 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 0.030 // Trim #define DF_W float4(0.0001,0.0,0.100,0.025)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.150 // Set the Balance #define DL_Y 1.5 // 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 -1.0 // Compat Power #define WSM 5 #define DB_W 27 //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define NDW 1 #define NMW 1 #elif (App == 0x55AB5DC5) //The Invincible -- Too many issue due to FOV/BD //#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 0.001 // Seperation #define DA_Y 25.0 // Near Plane Adjustment #define DA_Z -1.0 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection #define DE_X 5 // 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 0.100 // 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(0.625,1.0) // 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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.250 // Set the Balance #define DL_Y 1.0 // 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 -1.0 // Compat Power #define WSM 4 #define DB_W 24 //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define NCW 1 #elif (App == 0x2ECAAF29 || App == 0xE19E4830 || App == 0xE19E4830 ) //Half-Life 2 | Left 4 Dead 2 #define DA_Y 21.0//15.0 #define DA_X 0.030//0.040 #define DF_Y 0.025 #define DB_Z 0.045 #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_W 20 #define DE_X 5 #define DE_Y 0.75 #define DE_Z 0.375 #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(0.5,0.25)// Fix enables if Value is > 0.0 #define DI_W float2(0.75,1.5) // Like Shift Boundary DG_W But 0 to inf #define DF_X float2(0.075,0.300) #define WND 0.5 //Weapon Near Pushes depth in and adjust perspective to match. #define DJ_W 0.175 // Weapon Depth Limit Location 1 #define DS_W 0.75 // Weapon Depth Limit Location 2 #define WFB 0.5 // ZPD Weapon Elevaton for 1 and 2 scales from [0 - 1] #define BMT 1 #define DF_Z 0.100 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 5 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define DSW 1 #define RHW 1 #elif (App == 0x59AD8233 ) //Journey //#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 0.00 // Seperation #define DA_Y 62.5 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset #define DS_Y 5 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // 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 0.250 // 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(0.5,1.25,2.5) // 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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.25 // Set the Balance //#define DL_Y -0.50 // 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 //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define DAA 1 #define NFM 1 #elif (App == 0xD3CA7FE3 ) //Turok 3: Shadow of Oblivion //#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 0.00 // Seperation #define DA_Y 600.0 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 7 // 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 -0.25 // 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 0.5//float2(0.5,0.25)// Fix enables if Value is > 0.0 #define DI_W 0.5//float2(0.5,2.5) // 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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.3 // 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 6 // Weapon Setting Mode #define DB_W 5 // Weapon Profile //#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 #define LBR 1 #define LBM 1 //Letter Box Masking With size Adust for Top and Bottom #define DI_X 0.840 //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #elif (App == 0x22BA110F ) //Turok: DH 2017 //#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 0.001 // Seperation #define DA_Y 600.0 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 7 // 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(0.5,0.25)// Fix enables if Value is > 0.0 //#define DI_W float2(0.625,2.5) // 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 0.5 //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 0.20 // Auto #define DI_Z 0.075 // Trim //#define DF_W float4(0,0,0,0)// Edge & Scale #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 AWZ -1.0 // Anti-Weapon Hand Z-Fighting -1 is shifted to the right a little bit and 1 is center #define IWS 1 #define DCC_W 0.875 #define WSM 6 // Weapon Setting Mode #define DB_W 3 // Weapon Profile #define DF_X float2(0.175,0) // 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 #define LBR 1 #define LBM 1 //Letter Box Masking With size Adust for Top and Bottom #define DI_X 0.840 //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define FOV 1 #elif (App == 0x5F1DBD3B ) //Turok2: SoE 2017 //#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 800.0 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.03 // Auto Depth Protection #define DE_X 4 // 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(0.625,0.5)// 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 0.25 //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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.5 // 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 AWZ 1.0 // Anti-Weapon Hand Z-Fighting -1 is shifted to the right a little bit and 1 is center #define WSM 6 // Weapon Setting Mode #define DB_W 4 // Weapon Profile #define DF_X float2(0.15,0) // 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 //#define LBR 1 //#define LBM 1 //Letter Box Masking With size Adust for Top and Bottom //#define DI_X 0.840 //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define FOV 1 #elif (App == 0xEFD03791 ) //Diva Mega Mix //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.250 // ZPD #define DF_Y 0.020 // Seperation #define DA_Y 20.0 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.750 // Set ZPD Boundary Level Zero #define DE_Z 0.3875 // 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(0.5,0.35,0.225,0.075)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.0,2.0,5.0) // 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 1.0 //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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.05 // 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 LBR 1 //#define LBM 1 //Letter Box Masking With size Adust for Top and Bottom //#define DI_X 0.840 //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 4 //HQ Tune #define HQT 1 //HQ Trigger #define FRM 0 //HQ Mode //#define DM_Y 3 //HQ VRS #define NFM 1 #elif (App == 0xBF246E4D ) //Kingpin Reloaded //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.060 // ZPD #define DF_Y 0.025 // Seperation #define DA_Y 600.0 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.050 // 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(0.5,0.35,0.225,0.075)// Fix enables if Value is > 0.0 //#define DI_W float4(0.5,1.0,2.0,5.0) // 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 0 // 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 0.250 // Auto #define DI_Z 0.1 // Trim #define DF_W float4(0.0001,0,0.0,0.05)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.250 // 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 //Simple Menu Detection May add one more later #define SMD 1 //Off 0 | 1 | 2 #define DW_X float4( 0.310, 0.055 , 0.375 , 0.400) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.688 , 0.055 ) //Pos C = XY #define DW_Z float4( 23.0, 0.0, 23.0, 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 LBR 1 //#define LBM 1 //Letter Box Masking With size Adust for Top and Bottom //#define DI_X 0.840 //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define FRM 0 //HQ Mode //#define DM_Y 3 //HQ VRS #define FOV 1 #elif (App == 0x7DCCBBBD ) //Kingpin Life of Crime **** #define DA_Y 10.0 #define WSM 5 #define DB_W 20 #define RHW 1 #elif (App == 0x6ACBFF45 ) //Forsaken Remastred //#define DS_Z 2 // Set View Mode //#define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.075 // ZPD #define DF_Y 0.000 // Seperation #define DA_Y 1000.0 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.050 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.8750 // 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(0.75,0.625,0.5,0.25)// Fix enables if Value is > 0.0 #define DI_W float4(0.25,0.5,1.0,2.0) // 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 0 // 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 0.250 // Auto //#define DI_Z 0.1 // Trim //#define DF_W float4(0.0001,0,0.0,0.05)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.100 // 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 LBR 1 //#define LBM 1 //Letter Box Masking With size Adust for Top and Bottom //#define DI_X 0.840 //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define FRM 0 //HQ Mode //#define DM_Y 3 //HQ VRS #define NFM 1 #define FOV 1 #elif (App == 0xBE1CF565 ) //Chasm The Rift //#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 195.0 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 5 // 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(0.625,0.50,0.25,0.075)// Fix enables if Value is > 0.0 #define DI_W float4(0.25,0.75,5.0,7.5) // 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 0 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. #define WND 0.25 //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 0.250 // Auto //#define DI_Z 0.1 // Trim //#define DF_W float4(0.0001,0,0.0,0.05)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.025 // 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 AWZ 2 // Anti-Weapon Hand Z-Fighting -1 is shifted to the right a little bit and 1 is center #define WSM 4 // Weapon Setting Mode #define DB_W 21 // Weapon Profile //#define LBR 1 //#define LBM 1 //Letter Box Masking With size Adust for Top and Bottom //#define DI_X 0.840 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define FRM 0 //HQ Mode //#define DM_Y 3 //HQ VRS #define FOV 1 #elif (App == 0x2FBBE960 ) //THE MULLER-POWELL PRINCIPLE //#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 0.0 // Seperation #define DA_Y 300.0 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.03 // Auto Depth Protection #define DE_X 5 // ZPD Boundary #define DE_Y 0.700 // 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 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(0.5,1.0,2.0) // 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 0 // 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 0.250 // Auto //#define DI_Z 0.1 // Trim //#define DF_W float4(0.0001,0,0.0,0.05)// Edge & Scale #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 0.50 // 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 AWZ -1 // Anti-Weapon Hand Z-Fighting -1 is shifted to the right a little bit and 1 is center #define WSM 4 // Weapon Setting Mode #define DB_W 12 // Weapon Profile //#define LBR 1 //#define LBM 1 //Letter Box Masking With size Adust for Top and Bottom //#define DI_X 0.840 //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define FRM 0 //HQ Mode //#define DM_Y 3 //HQ VRS #define FOV 1 #define PEW 1 #elif (App == 0x3E367B93 ) //Exit 8 //#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 0.0 // Seperation #define DA_Y 40.0 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.1 // Auto Depth Protection #define DE_X 5 // 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 -0.125 // 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(0.6,0.5)// Fix enables if Value is > 0.0 #define DI_W float2(0.25,0.5) // 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 0 // 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 0.250 // Auto //#define DI_Z 0.1 // Trim //#define DF_W float4(0.0001,0,0.0,0.05)// Edge & Scale #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 0.50 // 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 AWZ -1 // Anti-Weapon Hand Z-Fighting -1 is shifted to the right a little bit and 1 is center //#define WSM 4 // Weapon Setting Mode //#define DB_W 12 // Weapon Profile //#define LBR 1 //#define LBM 1 //Letter Box Masking With size Adust for Top and Bottom //#define DI_X 0.840 #define BDF 1 #define DC_X 1.0 #define DC_Y -0.25 //#define DC_Z 0.000 #define DC_W -0.090 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.75 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define FRM 0 //HQ Mode //#define DM_Y 3 //HQ VRS #define FOV 1 #define PEW 1 #elif (App == 0x28BF39A4 ) //Labrys //#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 0.0 // Seperation #define DA_Y 300.0 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 0.750 // 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(0.5,0.25)// Fix enables if Value is > 0.0 #define DI_W float2(1.0,5.0) // 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 0 // 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 0.50 // Auto #define DI_Z 0.05 // Trim //#define DF_W float4(0.0001,0,0.0,0.05)// Edge & Scale #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 0.50 // 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 AWZ -1 // Anti-Weapon Hand Z-Fighting -1 is shifted to the right a little bit and 1 is center //#define WSM 4 // Weapon Setting Mode //#define DB_W 12 // Weapon Profile //#define LBR 1 //#define LBM 1 //Letter Box Masking With size Adust for Top and Bottom //#define DI_X 0.840 //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define FRM 0 //HQ Mode //#define DM_Y 3 //HQ VRS #define NFM 1 #define PEW 1 #elif (App == 0x4296CA1F ) //Pyrami Head //#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 0.013 // Seperation #define DA_Y 50.0 // Near Plane Adjustment //#define DA_Z -0.0001 // 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 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(0.5,0.25)// Fix enables if Value is > 0.0 //#define DI_W float2(1.0,5.0) // 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 0 // 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 0.50 // Auto #define DI_Z 0.05 // Trim //#define DF_W float4(0.0001,0,0.0,0.05)// Edge & Scale #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 2.0 // 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 AWZ -1 // Anti-Weapon Hand Z-Fighting -1 is shifted to the right a little bit and 1 is center //#define WSM 4 // Weapon Setting Mode //#define DB_W 12 // Weapon Profile //#define LBR 1 //#define LBM 1 //Letter Box Masking With size Adust for Top and Bottom //#define DI_X 0.840 //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define FRM 0 //HQ Mode //#define DM_Y 3 //HQ VRS #define NFM 1 #define PEW 1 #elif (App == 0xAB9A0556 || App == 0xDC6FD0E9 ) //Avatar Frontiers of Pandora //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.045 // ZPD #define DF_Y 0.0 // Seperation #define DA_Y 250.0 // Near Plane Adjustment #define DA_Z -0.5 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 7 // 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(0.5,0.375,0.25,0.0625)// Fix enables if Value is > 0.0 #define DI_W float4(0.75,1.5,2.0,5.0) // 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 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 0.5 //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 0.50 // Auto //#define DI_Z 0.05 // Trim //#define DF_W float4(0.0001,0,0.0,0.05)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.200 // 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 0.1 // Compat Power //#define DJ_X 0.250 // Range Smoothing //#define AWZ 2 // Anti-Weapon Hand Z-Fighting -1 is shifted to the right a little bit and 1 is center #define WSM 4 // Weapon Setting Mode #define DB_W 7 // Weapon Profile //#define LBR 1 //#define LBM 1 //Letter Box Masking With size Adust for Top and Bottom //#define DI_X 0.840 #define WHM 1 //Weapon Hand Masking lets you use DT_Z #define DT_Z -1.0 //Masking Power #define FPS 2 // FPS Focus Settings #define DK_X 2 //Trigger Type #define DK_Y 0 //Eye Selection #define WRP 8 //Weapon Reduction Power #define DK_Z 8 //World Reduction Power #define DK_W 1 //Set Shift Speed //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 FRM 0 //HQ Mode //#define DM_Y 3 //HQ VRS #define PEW 1 #define DSW 1 #elif (App == 0x4EEE961F ) //Hollow Cocoon //#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 0.0125 // Seperation #define DA_Y 43.5 // Near Plane Adjustment //#define DA_Z -0.5 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.0125 // 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 0.25 // 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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.5,0.375,0.250,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.5,2.0,3.75) // 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 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 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 0.50 // Auto //#define DI_Z 0.05 // Trim //#define DF_W float4(0.0001,0,0.0,0.05)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.10 // 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 0.1 // Compat Power //#define DJ_X 0.250 // Range Smoothing //#define AWZ -1 // Anti-Weapon Hand Z-Fighting -1 is shifted to the right a little bit and 1 is center //#define WSM 4 // Weapon Setting Mode //#define DB_W 7 // Weapon Profile //#define LBR 1 //#define LBM 1 //Letter Box Masking With size Adust for Top and Bottom //#define DI_X 0.840 //Menu Detection Templates - Needs a Specail Shader to adjust #define MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.038 , 0.961 , 0.482 , 0.816) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.945 , 0.965 , 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( 25.0, 30.0, 24.0, 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 //Simple Menu Detection May add one more later #define SMD 2 //Off 0 | 1 | 2 #define DW_X float4( 0.068 , 0.130 , 0.450 , 0.140) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.950 , 0.965 ) //Pos C = XY #define DW_Z float4( 24.0, 24.0, 24.0, 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( 0.402 , 0.120 , 0.883 , 0.140 ) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.950 , 0.965 ) //Pos C = XY #define DW_W float4( 24.0, 24.0, 24.0, 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 2 //Off 0 | 1Normal | 2 Inverse | 3 Mirror #define DZ_X float4( 0.300 , 0.196 , 0.050 , 0.075) //Pos A = XY Any & B = ZW Lock #define DZ_Y float2( 0.708 , 0.238 ) //Pos C = XY #define DZ_Z float4( 30.0, 0.0, 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( 0.970, 0.835, 1.0, 0.0) //Text Distance from screen, Text Cutoff point, and adjustable XY Masking. //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 FRM 0 //HQ Mode //#define DM_Y 3 //HQ VRS #define PEW 1 #define DAA 1 #elif (App == 0x5EA0EB6E ) //The Land of Pain //#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 0.0 // Seperation #define DA_Y 10.0 // Near Plane Adjustment //#define DA_Z -0.5 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 5 // ZPD Boundary #define DE_Y 0.725 // 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 -0.035 // 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(0.5,1.0) // 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 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 0.5 //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 0.50 // Auto //#define DI_Z 0.05 // Trim //#define DF_W float4(0.0001,0,0.0,0.05)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.150 // 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 0.1 // Compat Power #define DJ_X 0.0275 // Range Smoothing //#define AWZ -1 // Anti-Weapon Hand Z-Fighting -1 is shifted to the right a little bit and 1 is center #define WSM 6 // Weapon Setting Mode #define DB_W 2 // Weapon Profile #define WBS 1 //Weapon Boundary Switch 0 | 1 #define DF_X float2(0.375,0) // ZPD Weapon Boundarys Level 1 and Level 2 //#define LBR 1 //#define LBM 1 //Letter Box Masking With size Adust for Top and Bottom //#define DI_X 0.840 #define DT_W float2(0.0,0.014)//WH scale and cutoff //Simple Menu Detection #define SMD 2 #define DW_X float4( 0.3845, 0.019 , 0.500 , 0.030) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.609 , 0.026 ) //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( 0.322, 0.019 , 0.500 , 0.030) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.665 , 0.020 ) //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. //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 FRM 0 //HQ Mode //#define DM_Y 3 //HQ VRS #define PEW 1 #elif (App == 0x8D16AF94 ) //Exanima //#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 0.0125 // Seperation #define DA_Y 100.0 // Near Plane Adjustment #define DA_Z -0.0125 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.75 // Set ZPD Boundary Level Zero #define DE_Z 0.375 // Speed that Boundary is Enforced //#define AFD 1 // Alternate Frame Detection - May be phased out #define DG_W 0.5 // 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(0.5,0.300)// Fix enables if Value is > 0.0 #define DI_W float2(1.0,2.0) // Like Shift Boundary DG_W But 0 to inf #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.0 // 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 //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 FRM 0 //HQ Mode //#define DM_Y 3 //HQ VRS #define DAA 1 #elif (App == 0xBA2E23D9 ) //Narcosis //#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 0.0 // Seperation #define DA_Y 120.0 // Near Plane Adjustment //#define DA_Z -0.0125 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true //#define DB_Z 0.025 // Auto Depth Protection #define DE_X 4 // 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 0.5 // 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(0.5,0.250)// Fix enables if Value is > 0.0 #define DI_W float2(1.0,1.0) // Like Shift Boundary DG_W But 0 to inf //Simple Menu Detection #define SMD 1 //Off 0 | 1 | 2 | 3 | 4 #define DW_X float4( 0.070, 0.875 , 0.500 , 0.844) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.858 , 0.500 ) //Pos C = XY #define DW_Z float4( 29.0, 0.0, 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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.150 // 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 0.25 // Compat Power #define WSM 6 // Weapon Setting Mode #define DB_W 6 // Weapon Profile //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define FRM 0 //HQ Mode //#define DM_Y 3 //HQ VRS #define DAA 1 #elif (App == 0x81CD2CB4 ) //Graveyard Shift //#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 0.0 // Seperation #define DA_Y 50.0 // Near Plane Adjustment //#define DA_Z -0.0125 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.0375 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 0.875 // Set ZPD Boundary Level Zero #define DE_Z 0.300 // Speed that Boundary is Enforced //#define AFD 1 // Alternate Frame Detection - May be phased out //#define DG_W -0.0 // 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(0.750,0.50,0.375)// Fix enables if Value is > 0.0 #define DI_W float3(0.125,0.5,1.0) // Like Shift Boundary DG_W But 0 to inf //Simple Menu Detection // #define SMD 1 //Off 0 | 1 | 2 | 3 | 4 // #define DW_X float4( 0.070, 0.875 , 0.500 , 0.844) //Pos A = XY Any & B = ZW Lock // #define DW_Y float2( 0.858 , 0.500 ) //Pos C = XY // #define DW_Z float4( 29.0, 0.0, 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 BDF 1 //Barrel Distortion Fix k1 k2 k3 and Zoom #define DC_X 2.000 #define DC_Y -0.25 #define DC_Z -0.025 #define DC_W -0.210 #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.150 // 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 -0.125 // Compat Power #define DJ_X 0.125 // Range Smoothing //#define WSM 6 // Weapon Setting Mode //#define DB_W 6 // Weapon Profile //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define FRM 0 //HQ Mode //#define DM_Y 3 //HQ VRS #define DAA 1 #define NMW 1 #define NCW 1 #elif (App == 0xC5BE965B ) //Chronos Before The Ashes //#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 0.0 // Seperation #define DA_Y 250.0 // Near Plane Adjustment //#define DA_Z -0.0125 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 0.875 // 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 -0.0 // 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(0.750,0.50,0.375,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.0,2.5,4.0) // Like Shift Boundary DG_W But 0 to inf //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( 0.448 , 0.038 , 0.552 , 0.050 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.539 , 0.901 , 0.485 , 0.046 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.552 , 0.050 , 0.539 , 0.901 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 30.0, 18.0, 30.0, 18.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.518 , 0.051 , 0.552 , 0.050 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.539 , 0.901 , 0.552 , 0.061 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.552 , 0.050 , 0.539 , 0.901 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 30.0, 18.0, 30.0, 18.0) //Tresh Hold for Color C & D and Color //Block Two #define DQ_X float4( 0.4485, 0.075 , 0.552 , 0.050 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.539 , 0.901 , 0.475 , 0.051 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.552 , 0.050 , 0.539 , 0.901 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 30.0, 18.0, 30.0, 18.0) //Tresh Hold for Color A1 & A3 and Color #define DR_X float4( 0.517 , 0.075 , 0.552 , 0.050 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.539 , 0.901 , 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, 18.0, 1000.0, 1000.0) //Tresh Hold for Color G & H and Color #define WND 0.75 //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 0.100 // Set the Balance #define DL_Y 0.25 // De-Artifact Only works on some View Modes and causes performance degredation //#define DB_Y 0.25 // 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 0.125 // Range Smoothing //#define WSM 6 // Weapon Setting Mode //#define DB_W 6 // Weapon Profile //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define FRM 0 //HQ Mode #define DM_Y 4 //HQ VRS #define DAA 1 #elif (App == 0x9B6F3496 ) //Bloodstauned Riturl of the Night #define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.25 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 100.0 // Near Plane Adjustment #define DA_Z 0.000125 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true //#define DB_Z 0.0375 // Auto Depth Protection //#define DE_X 2 // ZPD Boundary //#define DE_Y 0.875 // Set ZPD Boundary Level Zero //#define DE_Z 0.300 // Speed that Boundary is Enforced //#define AFD 1 // Alternate Frame Detection - May be phased out //#define DG_W -0.0 // 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(0.750,0.50,0.375)// Fix enables if Value is > 0.0 //#define DI_W float3(0.125,0.5,1.0) // Like Shift Boundary DG_W But 0 to inf //Simple Menu Detection #define SMD 1 //Off 0 | 1 | 2 | 3 | 4 #define DW_X float4( 0.506, 0.129 , 0.516 , 0.140) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.119 , 0.050 ) //Pos C = XY #define DW_Z float4( 28.0, 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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.0 // 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 -0.125 // Compat Power //#define DJ_X 0.125 // Range Smoothing //#define WSM 6 // Weapon Setting Mode //#define DB_W 6 // Weapon Profile //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define FRM 0 //HQ Mode //#define DM_Y 3 //HQ VRS #define DAA 1 #define NMW 1 #elif (App == 0x5A5B43EE ) //Unholy //#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 0.00 // Seperation #define DA_Y 187.5 // Near Plane Adjustment //#define DA_Z 0.000125 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.020 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.800 // 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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.6,0.5,0.375,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(0.25,0.5,2.5,15.0) // Like Shift Boundary DG_W But 0 to inf #define WND 0.5 //Weapon Near Pushes depth in and adjust perspective to match. #define DG_Z 0.025 // 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 0.025 // Trim //#define DF_W float4(0.0001,0,0.0,0.05)// Edge & Scale //Simple Menu Detection #define SMD 4 //Off 0 | 1 | 2 | 3 | 4 #define DW_X float4( 0.500 , 0.366 , 0.500 , 0.040) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.872 , 0.910 ) //Pos C = XY #define DW_Z float4( 28.0, 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( 0.500 , 0.354 , 0.500 , 0.040) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.872 , 0.961 ) //Pos C = XY #define DW_W float4( 28.0, 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( 0.5445, 0.185 , 0.500 , 0.040) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.872 , 0.961 ) //Pos C = XY #define DAA_Z float4( 18.0, 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( 0.3045, 0.185 , 0.500 , 0.040) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.872 , 0.961 ) //Pos C = XY #define DBB_Z float4( 18.0, 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 SDU 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 0.375 // 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 0.125 // Range Smoothing //#define WSM 6 // Weapon Setting Mode //#define DB_W 6 // Weapon Profile //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define FRM 0 //HQ Mode #define DM_Y 4 //HQ VRS #define PEW 1 #define DAA 1 #elif (App == 0x847C7024 ) //Talos Principle 2 //#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 0.00 // Seperation #define DA_Y 350.0 // Near Plane Adjustment //#define DA_Z 0.000125 // Linerzation Offset #define DS_Y 5 // Linerzation Offset Effects only distance if true #define DB_Z 0.005 // Auto Depth Protection #define DE_X 5 // ZPD Boundary #define DE_Y 0.75 // Set ZPD Boundary Level Zero #define DE_Z 0.40 // 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(0.625,0.5,0.3)// Fix enables if Value is > 0.0 #define DI_W float3(0.5,1.0,2.5) // Like Shift Boundary DG_W But 0 to inf #define WND 0.5 //Weapon Near Pushes depth in and adjust perspective to match. //#define DG_Z 0.025 // 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 0.025 // Trim #define DF_W float4(0.0001,0.0,0.0,0.038)// Edge & Scale //Simple Menu Detection #define SMD 1 //Off 0 | 1 | 2 | 3 | 4 #define DW_X float4( 0.107, 0.241 , 0.44 , 0.04) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.371 , 0.298 ) //Pos C = XY #define DW_Z float4( 27.0, 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. //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 -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 //Gameplay/Video #define DO_X float4( 0.096 , 0.032 , 0.425 , 0.100 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.582 , 0.500 , 0.191 , 0.032 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.425 , 0.100 , 0.582 , 0.50 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 14.0, 30.0, 14.0, 30.0) //Tresh Hold for Color A & B and Color //Controls/??? #define DP_X float4( 0.379 , 0.032 , 0.425 , 0.100 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.582 , 0.500 , 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( 14.0, 30.0, 1000.0, 1000.0) //Tresh Hold for Color C & D and Color // #define SDU 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 0.375 // 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 0.125 // Range Smoothing #define WSM 6 // Weapon Setting Mode #define DB_W 7 // Weapon Profile //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define FRM 0 //HQ Mode //#define DM_Y 3 //HQ VRS #define PEW 1 #define DAA 1 #elif (App == 0x8EF426A9 ) //RoboQuest //#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 0.00 // Seperation #define DA_Y 400.0 // Near Plane Adjustment //#define DA_Z -0.125 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection #define DE_X 5 // 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 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(0.5,1.0) // Like Shift Boundary DG_W But 0 to inf #define WND -0.5 //Weapon Near Pushes depth in and adjust perspective to match. //#define DG_Z 0.025 // 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 0.025 // Trim //#define DF_W float4(0.0001,0.0,0.0,0.038)// Edge & Scale //Simple Menu Detection #define SMD 4 //Off 0 | 1 | 2 | 3 | 4 #define DW_X float4( 0.501 , 0.973 , 0.500 , 0.125) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.903 , 0.962 ) //Pos C = XY #define DW_Z float4( 30.0, 0.0, 15.0, 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( 0.344 , 0.185 , 0.500 , 0.100) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.903 , 0.962 ) //Pos C = XY #define DW_W float4( 30.0, 0.0, 15.0, 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 , 0.154 , 0.500 , 0.100) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.903 , 0.962 ) //Pos C = XY #define DAA_Z float4( 30.0, 0.0, 15.0, 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( 0.525 , 0.869 , 0.500 , 0.125) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.903 , 0.962 ) //Pos C = XY #define DBB_Z float4( 30.0, 0.0, 15.0, 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 SDU 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 0.5 // 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 0.125 // Range Smoothing #define WSM 4 // Weapon Setting Mode #define DB_W 23 // Weapon Profile //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define FRM 0 //HQ Mode //#define DM_Y 3 //HQ VRS #define PEW 1 #define DAA 1 #elif (App == 0x905EF4B ) //Alisa //#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 0.00 // Seperation #define DA_Y 50.0 // Near Plane Adjustment //#define DA_Z -0.125 // Linerzation Offset #define DS_Y 0 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.75 // Set ZPD Boundary Level Zero #define DE_Z 0.375 // Speed that Boundary is Enforced //#define AFD 1 // Alternate Frame Detection - May be phased out //#define DG_W -0.25 // Shift Boundary Out of screen 0.5 and or In screen -0.5 #define OIL 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(0.5,0.025)// Fix enables if Value is > 0.0 #define DI_W float2(0.5,7.5) // Like Shift Boundary DG_W But 0 to inf //#define WND -0.5 //Weapon Near Pushes depth in and adjust perspective to match. //#define DG_Z 0.025 // 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 0.025 // Trim //#define DF_W float4(0.0001,0.0,0.0,0.038)// Edge & Scale // #define SDU 1 #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.10 // Set the Balance #define DL_Y 1.0 // 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 -0.125 // Compat Power //#define DJ_X 0.125 // Range Smoothing #define SPF 1 #define DD_X 1.330 //#define DD_Y 0.700 //#define DD_Z 0.600 //#define DD_W -0.425 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.90 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define FRM 0 //HQ Mode //#define DM_Y 3 //HQ VRS #define PEW 1 #define DAA 1 #define DSW 1 #elif (App == 0xB94D560A ) //GhostRunner 2 //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.05 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 250.0 // Near Plane Adjustment //#define DA_Z -0.125 // Linerzation Offset #define DS_Y 5 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection #define DE_X 5 // ZPD Boundary #define DE_Y 0.75 // Set ZPD Boundary Level Zero #define DE_Z 0.40 // 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 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(0.5,1.0) // Like Shift Boundary DG_W But 0 to inf //#define WND -0.5 //Weapon Near Pushes depth in and adjust perspective to match. //#define DG_Z 0.025 // 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 0.025 // Trim //#define DF_W float4(0.0001,0.0,0.0,0.038)// Edge & Scale // #define SDU 1 #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.1 // 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 0.125 // Range Smoothing #define WSM 6 // Weapon Setting Mode #define DB_W 8 // 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(0.25,0.35) // 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 //Simple Menu Detection #define SMD 4 //Off 0 | 1 | 2 | 3 | 4 #define DW_X float4( 0.219, 0.193 , 0.157 , 0.8595) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.78 , 0.193 ) //Pos C = XY #define DW_Z float4( 28.0, 22.0, 28.0, 29.0) //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( 0.225, 0.115 , 0.500 , 0.150) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.769 , 0.115 ) //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( 0.219, 0.192 , 0.157 , 0.8595) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.773 , 0.192 ) //Pos C = XY #define DAA_Z float4( 28.0, 22.0, 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 DBB_X float4( 0.219, 0.1135 , 0.500 , 0.150) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.776 , 0.1135 ) //Pos C = XY #define DBB_Z float4( 28.0, 0.0, 28.0, 29.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define FRM 0 //HQ Mode //#define DM_Y 3 //HQ VRS #define PEW 1 #define DAA 1 #elif (App == 0x5D76FD6F ) //En Garde //#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 0.00 // Seperation #define DA_Y 55.0 // Near Plane Adjustment //#define DA_Z -0.125 // Linerzation Offset #define DS_Y 2 // 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 0.3 // 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 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(0.25,0.5) // Like Shift Boundary DG_W But 0 to inf #define WND -0.5 //Weapon Near Pushes depth in and adjust perspective to match. //#define DG_Z 0.025 // 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 0.025 // Trim //#define DF_W float4(0.0001,0.0,0.0,0.038)// Edge & Scale // #define SDU 1 #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.1 // 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 0.125 // Range Smoothing //Lock Out Menu Detectors #define LMD 1 //Off 0 | 1 #define DCC_X float4( 0.500 , 0.963 , 0.398 , 0.925) //Pos A = XY Any & B = ZW Lock #define DCC_Y float2( 0.500 , 0.917 ) //Pos C = XY #define DCC_Z float4( 30.0, 13.0, 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. //Menu Detection Templates - Needs a Specail Shader to adjust #define MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.581 , 0.136 , 0.591 , 0.293) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.836 , 0.248 , 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( 25.0, 0.0, 25.0, 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 //Simple Menu Detection #define SMD 4 //Off 0 | 1 | 2 | 3 | 4 #define DW_X float4( 0.372 , 0.1445 , 0.841 , 0.500) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.631 , 0.1445 ) //Pos C = XY #define DW_Z float4( 27.0, 30.0, 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. //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 1 //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( 0.372 , 0.1445 , 0.491 , 0.222 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.631 , 0.1445 , 0.372 , 0.1445 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.408 , 0.220 , 0.631 , 0.1445 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 27.0, 27.0, 27.0, 27.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.372 , 0.1445 , 0.503 , 0.500 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.631 , 0.1445 , 0.335 , 0.1445 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.654 , 0.881 , 0.661 , 0.1445 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 27.0, 27.0, 27.0, 27.0) //Tresh Hold for Color C & D and Color //Block Two #define DQ_X float4( 0.369 , 0.1445 , 0.426 , 0.250 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.637 , 0.1445 , 0.369 , 0.1445 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.835 , 0.495 , 0.637 , 0.1445 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 27.0, 27.0, 27.0, 27.0) //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 #define LBC 1 //Letter Box Correction Offsets With X & Y #define LBR 1 //#define LBE 1 //#define DH_Z 0.0 #define DH_W -0.255 //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 6 //HQ Tune //#define HQT 1 //HQ Trigger //#define FRM 0 //HQ Mode //#define DM_Y 3 //HQ VRS #define PEW 1 #define DAA 1 #elif (App == 0xABDEBF40 ) //Kona 2 #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 0.000 // Seperation #define DA_Y 100.0 // 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 0.025 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 0.500 // 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 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 DG_W 0.5 // 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 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 0.025 // 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 0.025 // Trim #define WND 1.0 //Weapon Near Pushes depth in and adjust perspective to match. #define DF_W float4(0.0001,0.001,0.0,0.0125)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.375 // 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 1.00 // Compat Power //#define DJ_X 0.02 // Range Smoothing //Simple Menu Detection #define SMD 3 //Off 0 | 1 | 2 | 3 | 4 #define DW_X float4( 0.361, 0.464 , 0.512 , 0.500) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.637 , 0.668 ) //Pos C = XY #define DW_Z float4( 30.0, 22.0, 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( 0.500, 0.875 , 0.500 , 0.12) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.936 , 0.904 ) //Pos C = XY #define DW_W float4( 0.0, 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( 0.433, 0.910 , 0.318 , 0.399) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.545 , 0.911 ) //Pos C = XY #define DAA_Z float4( 30.0, 0.0, 30.0, 27.0) //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. //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.950 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define FOV 1 #define RHW 1 #define PEW 1 #define DAA 1 #elif (App == 0xA684991A ) //Humanity //#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 0.000 // Seperation #define DA_Y 250.0 // Near Plane Adjustment //#define DA_Z -0.50 //0.0004 // Linerzation Offset #define DS_Y 0 // Linerzation Offset Effects only distance if true #define DB_Z 0.0375 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.75 // Set ZPD Boundary Level Zero #define DE_Z 0.375 // Speed that Boundary is Enforced //#define AFD 1 // Alternate Frame Detection - May be phased out #define DG_W -0.25 // Shift Boundary Out of screen 0.5 and or In screen -0.5 #define OIL 3 // Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.6,0.300,0.175,0.075)// Fix enables if Value is > 0.0 #define DI_W float4(0.25,0.75,1.5,3.0) // 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 0.025 // 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 0.025 // Trim #define WND 1.0 //Weapon Near Pushes depth in and adjust perspective to match. //#define DF_W float4(0.0001,0.001,0.0,0.0125)// Edge & Scale #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, 0.682 , 0.500 , 0.931) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.252 , 0.768 , 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( 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 DJ_Z float4( 1000., 1000., 1000, 0.0) //Set Match Tresh and IU Y Elevation or Cut-Off -1-1 //Text Menu Detection #define TMD 2 //Off 0 | 1Normal | 2 Inverse | 3 Mirror #define DZ_X float4( 0.483 , 0.665 , 0.500 , 0.936) //Pos A = XY Any & B = ZW Lock #define DZ_Y float2( 0.579 , 0.953 ) //Pos C = XY #define DZ_Z float4( 30.0, 0.0, 27.0, 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( 1.0, 1.000, 0.0, 0.692) //Text Distance from screen, Text Cutoff point, and adjustable XY Masking. //Simple Menu Detection #define SMD 4 //Off 0 | 1 | 2 | 3 | 4 #define DW_X float4( 0.055 , 0.100 , 0.559 , 0.954) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.925 , 0.900 ) //Pos C = XY #define DW_Z float4( 0.0, 28.0, 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 DT_X float4( 0.483 , 0.665 , 0.500 , 0.936) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.579 , 0.953 ) //Pos C = XY #define DW_W 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 DAA_X float4( 0.517, 0.515 , 0.500 , 0.581) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.425 , 0.616 ) //Pos C = XY #define DAA_Z 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 DBB_X float4( 0.250 , 0.250 , 0.955 , 0.928) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.250 , 0.750 ) //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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.05 // 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 1.00 // Compat Power //#define DJ_X 0.02 // Range Smoothing //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.750 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 5 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define FOV 1 #define RHW 1 #define PEW 1 #define DAA 1 #elif (App == 0xB46249F0 ) //Jusant //#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 0.000 // Seperation #define DA_Y 100 // 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 0.05 // Auto Depth Protection #define DE_X 3 // ZPD Boundary #define DE_Y 0.75 // Set ZPD Boundary Level Zero #define DE_Z 0.3 // 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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.5,0.375,0.25,0.15)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.25,2.5,5.0) // 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 0.025 // 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 0.025 // Trim #define WND 1.0 //Weapon Near Pushes depth in and adjust perspective to match. //#define DF_W float4(0.0001,0.001,0.0,0.0125)// Edge & Scale //Menu Detection Templates - Needs a Specail Shader to adjust #define MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.066 , 0.141 , 0.245 , 0.450) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.215 , 0.083 , 0.800 , 0.500) //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( 0.225, 1.0 , 0.0, 0.0 ) //Size = Menu [ABC] D E F #define DJ_Y 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 DJ_Z float4( 3.0, 1000., 1000.,0.0) //Set Match Tresh #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.2 // 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 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 0.85 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 6 //HQ Tune //#define HQT 1 //HQ Trigger #define DM_Y 0 //HQ VRS #define PEW 1 #define DAA 1 #define DSW 1 #elif (App == 0xA1528B5B ) //Moria //#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 0.000 // Seperation #define DA_Y 75 // 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 0.10 // Auto Depth Protection #define DE_X 3 // ZPD Boundary #define DE_Y 0.75 // Set ZPD Boundary Level Zero #define DE_Z 0.3 // 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 if 1 then it's float2(0,0) for OIF and DI_W //#define OIF float4(0.5,0.375,0.25,0.15)// Fix enables if Value is > 0.0 //#define DI_W float4(0.5,1.25,2.5,5.0) // 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 0.025 // 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 0.025 // Trim //#define WND 1.0 //Weapon Near Pushes depth in and adjust perspective to match. //#define DF_W float4(0.0001,0.001,0.0,0.0125)// Edge & Scale //Menu Detection Templates - Needs a Specail Shader to adjust #define MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.127 , 0.231 , 0.500 , 0.050) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.316 , 0.223 , 0.000 , 0.000) //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( 0.471, 0.0 , 0.0, 0.0 ) //Size = Menu [ABC] D E F #define DJ_Y float4( 26.0, 0.0, 26.0, 24.0) //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( 3.0, 1000., 1000, 0.08) //Set Match Tresh and Last one elevation //Simple Menu Detection #define SMD 4 //Off 0 | 1 | 2 | 3 | 4 #define DW_X float4( 0.596 , 0.082 , 0.068 , 0.9615) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.634 , 0.068) //Pos C = XY #define DW_Z float4( 22.0, 15.0, 22.0, 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( 0.903 , 0.0785 , 0.068 , 0.9615) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.863 , 0.076 ) //Pos C = XY #define DW_W float4( 22.0, 15.0, 22.0, 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( 0.596 , 0.082 , 0.1425, 0.932) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.9035 , 0.0785 ) //Pos C = XY #define DAA_Z float4( 22.0, 26.0, 22.0, 25.0) //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( 0.564, 0.073 , 0.050 , 0.962) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.935, 0.073 ) //Pos C = XY #define DBB_Z float4( 30.0, 30.0, 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. //Stencil UI & Detection #define SUI 1 //Off 0 | 1 Square | 2 Circle "Future Update" #define SSA 1 //Off 0 | 1 Square | 2 Circle #define DDD_X float4( 0.1425, 0.932 , 0.964 , 0.065) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.958 , 0.783 , 0.5 , 0.929) //Pos C = XY Any & UI Postion #define DDD_Z float4( 26.0, 25.0, 22.0, 25.0) //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( 0.325, 0.450, 1.0, 0.0625) //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 0.0125 // 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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 0 //HQ VRS #define PEW 1 #define DAA 1 #elif (App == 0x6672950B ) //Zortch //#define DS_Z 2 // Set View Mode //#define DA_W 1 // Set Linerzation #define DB_X 1 // Flip #define DA_X 0.050 // ZPD #define DF_Y 0.000 // Seperation #define DA_Y 37.0 // 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 0.025 // Auto Depth Protection #define DE_X 5 // 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 -0.5 // 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(1.0,1.5) // 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 0.025 // 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 0.025 // Trim #define WND -0.5 //Weapon Near Pushes depth in and adjust perspective to match. //#define DF_W float4(0.0001,0.001,0.0,0.0125)// 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] //Lock Out Menu Detectors #define LMD 1 //Off 0 | 1 #define DCC_X float4( 0.025, 0.817 , 0.025 , 0.925 ) //Pos A = XY Any & B = ZW Lock #define DCC_Y float2( 0.039 , 0.9505 ) //Pos C = XY #define DCC_Z float4( 11.0, 0.0, 10.0, 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 - english only #define SMD 4 //Off 0 | 1 | 2 | 3 | 4 //Paused #define DW_X float4( 0.369, 0.123 , 0.496 , 0.123) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.5015, 0.344 ) //Pos C = XY #define DW_Z float4( 12.0, 0.0, 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 DT_X float4( 0.192 , 0.104 , 0.205 , 0.100) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.205 , 0.806 ) //Pos C = XY #define DW_W float4( 12.0, 0.0, 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 DAA_X float4( 0.949, 0.022 , 0.498 , 0.259) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.142 , 0.982 ) //Pos C = XY #define DAA_Z float4( 10.0, 0.0, 10.0, 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( 0.745, 0.129 , 0.500 , 0.255) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.675 , 0.563 ) //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 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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 0 //HQ VRS #define PEW 1 #elif (App == 0x6250A9E || App == 0xC661409A ) //Zombie Army Dead War 4 //#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 0.000 // Seperation #define DA_Y 40.0 // 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 0.05 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.75 // Set ZPD Boundary Level Zero #define DE_Z 0.375 // Speed that Boundary is Enforced //#define AFD 1 // Alternate Frame Detection - May be phased out //#define DG_W -0.25 // Shift Boundary Out of screen 0.5 and or In screen -0.5 #define OIL 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(0.5,0.375,0.250)// Fix enables if Value is > 0.0 #define DI_W float3(0.5,1.0,2.0) // 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 0.025 // 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 0.025 // Trim #define WND 0.5 //Weapon Near Pushes depth in and adjust perspective to match. //#define DF_W float4(0.0001,0.001,0.0,0.0125)// Edge & Scale //Stencil UI & Detection #define SUI 1 //Off 0 | 1 Stencil One | 2 Stencil Two #define SSA 2 //Off 0 | 1 Square | 2 Circle #define SNA 1 //Off 0 | 1 Trigger on Aim #define DDD_X float4( 0.197 , 0.386 , 0.500 , 0.975) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.239 , 0.640 , 0.5 , 0.5) //Pos C = XY Any & UI Postion #define DDD_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 DDD_W float4( 0.4875, 0.0, 1.0, 0.0625) //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( 0.156 , 0.231 , 0.308 , 0.282) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.166 , 0.344 ) //Pos C = XY #define DW_Z float4( 30.0, 0.0, 9.0, 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( 0.8835, 0.956 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.500 , 0.004 ) //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( 0.8835, 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. //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 -3 //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 //Main Menu & Options Game #define DO_X float4( 0.071 , 0.919 , 0.917 , 0.070 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.303 , 0.911 , 0.052 , 0.140 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.917 , 0.070 , 0.175 , 0.162 ) //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 //Options Controls & Options Display #define DP_X float4( 0.182 , 0.137 , 0.917 , 0.070 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.305 , 0.162 , 0.310 , 0.140 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.917 , 0.070 , 0.434 , 0.162 ) //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 //Options Audio & Options Accessiblity #define DQ_X float4( 0.440 , 0.138 , 0.917 , 0.070 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.560 , 0.160 , 0.567 , 0.138 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.917 , 0.070 , 0.691 , 0.160 ) //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 //Horde Keyboard & Horde Controller #define DR_X float4( 0.063 , 0.925 , 0.917 , 0.070 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.923 , 0.142 , 0.063 , 0.935 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.917 , 0.070 , 0.923 , 0.142 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 30.0, 30.0, 29.0, 30.0) //Tresh Hold for Color G & H and Color //Horde Keyboard 2 & #define DU_X float4( 0.070 , 0.925 , 0.917 , 0.070 ) //Pos I1 = XY Color & I2 = ZW Black #define DU_Y float4( 0.923 , 0.142 , 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, 30.0, 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 0.125 // 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 #define FPS 0 // FPS Focus Settings #define DK_X 3 //Trigger Type //#define DK_Y 0 //Eye Selection //#define WRP 3 //Weapon Reduction Power #define DK_Z 0 //World Reduction Power #define DK_W 5 //Set Shift Speed //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.85 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 6 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 0 //HQ VRS #define PEW 1 #elif (App == 0x92FBBC4D ) //Trepang2 //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.015 // ZPD //#define DF_Y 0.005 // Seperation #define DA_Y 150.0 // 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 0.02 // Auto Depth Protection //#define DE_X 4 // 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 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 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 0.0375 // 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 0.3 // Auto #define DI_Z 0.04 // Trim #define WND -1.0 //Weapon Near Pushes depth in and adjust perspective to match. #define DF_W float4(0.0001,0.00,0.0,0.010)// 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 DAA_W 2 //Warp/Halo Masking Type #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 //Simple Menu Detection #define SMD 2 //Off 0 | 1 | 2 | 3 | 4 #define DW_X float4( 0.420, 0.925 , 0.500 , 0.050) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.580 , 0.960 ) //Pos C = XY #define DW_Z float4( 25.0, 0.0, 25.0, 24.0) //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( 0.269 , 0.464 , 0.500 , 0.050) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.537 , 0.960 ) //Pos C = XY #define DW_W float4( 30.0, 0.0, 25.0, 24.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.75 //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 == 0xFD3749FC ) //The Crew Motorfest //#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 0.00 // Seperation #define DA_Y 20.0 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // 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 0.50 // 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(1.0,2.5) // 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 0.5 //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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.025 // 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 FRM 0 //Foveated Rendring mode Toggle //Lock Out Menu Detectors #define LMD 1 //Off 0 | 1 #define DCC_X float4( 0.090 , 0.920 , 0.213 , 0.803) //Pos A = XY Any & B = ZW Lock #define DCC_Y float2( 0.053 , 0.901 ) //Pos C = XY #define DCC_Z float4( 30.0, 2.0, 21.0, 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 WIP #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 //Menu Bar #define DN_X float4( 0.022 , 0.349 , 0.025 , 0.406) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.947 , 0.070 , 0.1565, 0.500) //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( 0.053, 0.157 , 0.0, 0.0 ) //Size = Menu [ABC] D E F #define DJ_Y float4( 21.0, 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 DJ_Z float4( 21.0, 1000., 1000, 0.0) //Set Match Tresh and IU Y Elevation or Cut-Off -1-1 //Simple Menu Detection #define SMD 4 //Off 0 | 1 | 2 | 3 | 4 //PARTICIPATED #define DW_X float4( 0.306 , 0.255 , 0.500 , 0.069) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.693 , 0.255 ) //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. // World Racing Menu #define DT_X float4( 0.701, 0.634 , 0.701 , 0.548) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.703 , 0.717 ) //Pos C = XY #define DW_W float4( 17.0, 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. // Options #define DAA_X float4( 0.022, 0.349 , 0.025 , 0.406) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.927 , 0.9248 ) //here //Pos C = XY #define DAA_Z float4( 21.0, 30.0, 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. //Activities #define DBB_X float4( 0.022, 0.349 , 0.025 , 0.406) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.932 , 0.9247 ) //Pos C = XY #define DBB_Z float4( 21.0, 30.0, 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. //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 NDW 1 #elif (App == 0xC770832 || App == 0x3E42619F ) //Wolfenstein: The New Order | The Old Blood //#define DS_Z 2 // Set View Mode //#define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.0375//0.025 //0.050 // ZPD #define DF_Y 0.000 // Seperation #define DA_Y 41.5//62.5 //30.0 // Near Plane Adjustment #define DA_Z 0.00075 // Linerzation Offset #define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 5 // 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 -0.25 // 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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.50,0.350,0.250,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(0.125,0.5,1.0,5.0) // Like Shift Boundary DG_W But 0 to inf //#define FTM 0 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. // DG_Z 0.045 // 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 0.100 // Trim //#define DF_W float4(0.0001,0.001,0.125,0.055)// Edge & Scale #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 0.250 // 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 0.125 // Compat Power //#define DJ_X 0.02 // Range Smoothing #define AWZ 2 // Anti-Weapon Hand Z-Fighting -1 is shifted to the right a little bit and 1 is center #define WSM 5 #define DB_W 7 #define DF_X float2(0.275,0.300) // ZPD Weapon Boundarys Level 1 and Level 2 #define DJ_W 0.5 // Weapon Depth Limit Location 1 #define DS_W 2.5 // Weapon Depth Limit Location 2 #define WFB 0.5 // ZPD Weapon Elevaton for 1 and 2 //#define WHM 1 //Weapon Hand Masking lets you use DT_Z //#define DT_Z 3.75 //WH Masking Power #define FPS 2 // FPS Focus Settings #define DK_X 2 //Trigger Type #define DK_Y 0 //Eye Selection #define WRP 6 //Weapon Reduction Power #define DK_Z 8 //World Reduction Power #define DK_W 3 //Set Shift Speed //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.900 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune //#define HQT 1 //HQ Trigger #define DM_Y 3 //HQ VRS #define FOV 1 #define PEW 1 #elif (App == 0xF0E27D63 ) // State of Decay 2 //#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 41.5 // 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 0.1 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.75 // Set ZPD Boundary Level Zero #define DE_Z 0.375 // Speed that Boundary is Enforced //#define AFD 1 // Alternate Frame Detection - May be phased out #define DG_W -0.25 // Shift Boundary Out of screen 0.5 and or In screen -0.5 #define OIL 3 // Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.5,0.375,0.25,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(0.25,1.0,2.5,5.0) // 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 0.040 // 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 0.3 // Auto //#define DI_Z 0.040 // Trim #define WND -0.5 //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 -0.25 // Compat Power //#define DJ_X 0.02 // Range Smoothing //#define FRM 0 //Stencil UI & Detection #define SUI 2 //Off 0 | 1 Stencil One | 2 Stencil Two #define SSA 1 //Off 0 | 1 Square | 2 Circle #define DDD_X float4( 0.500 , 0.078 , 0.202 , 0.129) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.798 , 0.812 , 0.5 , 0.439) //Pos C = XY Any & UI Postion #define DDD_Z float4( 11.0, 0.0, 1.0, 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( 0.198, 0.115, 0.95, 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 DEE_X float4( 0.520 , 0.973 , 0.632 , 0.189) //Pos A = XY Any & B = ZW Lock #define DEE_Y float4( 0.599 , 0.998 , 0.5 , 0.476) //Pos C = XY Any & UI Postion #define DEE_Z float4( 27.0, 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 DEE_W float4( 0.364, 0.160,0.95, 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 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( 0.022, 0.159 , 0.01 , 0.018) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.226 , 0.939 , 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( 0.234, 0.0 , 0.0, 0.0 ) //Size = Menu [ABC] D E F #define DJ_Y float4( 27.0, 0.0, 1.0, 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 2 //Off 0 | 1 | 2 | 3 | 4 //Build One #define DW_X float4( 0.565 , 0.304 , 0.599 , 0.998 ) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.034 , 0.060 ) //Pos C = XY #define DW_Z float4( 22.0, 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. //Build Two #define DT_X float4( 0.381 , 0.572 , 0.599 , 0.998) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.034 , 0.060 ) //Pos C = XY #define DW_W float4( 27.0, 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. //Build Three #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 DAA_X float4( 0.500 , 0.387 , 0.4985 , 0.382) //Pos A = XY Any & B = ZW Lock // #define DAA_Y float2( 0.218 , 0.500 ) //Pos C = XY // #define DAA_Z float4( 27.0, 1.0, 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 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 //Manage Group & Setting #define DO_X float4( 0.2535, 0.256 , 0.174 , 0.194 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.040 , 0.047 , 0.187 , 0.151 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.599 , 0.998 , 0.810 , 0.119 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 29.0, 27.0, 27.0, 27.0) //Tresh Hold for Color A & B and Color //Inventory & Car #define DP_X float4( 0.958 , 0.045 , 0.798 , 0.156 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.523 , 0.190 , 0.958 , 0.045 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.798 , 0.156 , 0.555 , 0.330 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 27.0, 28.0, 27.0, 27.0) //Tresh Hold for Color C & D and Color //Multiplayer #define DQ_X float4( 0.735 , 0.068 , 0.992 , 0.052 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.048 , 0.968 , 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( 28.0, 27.0, 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 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.9 //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 #define NDW 1 #elif (App == 0xDE4C92BB ) //Halo Infinite New //#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 0.00 // Seperation #define DA_Y 225.0 // Near Plane Adjustment //#define DA_Z -0.125 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.02 // Auto Depth Protection #define DE_X 4 // 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 -0.25 // 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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.5,0.375,0.25,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(0.25,1.0,2.0,3.75) // Like Shift Boundary DG_W But 0 to inf #define WND 1.0 //Weapon Near Pushes depth in and adjust perspective to match. //#define DG_Z 0.025 // 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 0.025 // Trim //#define DF_W float4(0.0001,0.0,0.0,0.038)// Edge & Scale // #define SDU 1 //Simple Menu Detection #define SMD 2 //Off 0 | 1 | 2 | 3 | 4 #define DW_X float4( 0.028 , 0.963 , 0.765 , 0.943) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.944 , 0.974 ) //Pos C = XY #define DW_Z float4( 30.0, 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. #define DT_X float4( 0.028 , 0.963 , 0.478 , 0.210) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.041 , 0.124 ) //Pos C = XY #define DW_W float4( 30.0, 30.0, 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( 0.028 , 0.963 , 0.765 , 0.943) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.055 , 0.061 ) //Pos C = XY #define DAA_Z float4( 30.0, 1.0, 22.0, 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 0.125 // 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 0.5 // Compat Power //#define DJ_X 0.125 // Range Smoothing #define WSM 2 // Weapon Setting Mode #define DB_W 19 // Weapon Profile #define AWZ -2.0 // 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(-0.25,0.0) // ZPD Weapon Boundarys Level 1 and Level 2 #define DJ_W 0.625 // Weapon Depth Limit Location 1 //#define DS_W 1.0 // Weapon Depth Limit Location 2 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.9 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 6 //HQ Tune #define HQT 1 //HQ Trigger //#define FRM 0 //HQ Mode #define DM_Y 0 //HQ VRS #define PEW 1 #define DAA 1 #elif (App == 0xBEA3E9D1 ) //Teardown DX12 //#define DS_Z 2 // Set View Mode #define DA_W 0 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.025 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 75.0 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.050 // 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(0.5,0.375,0.25,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(1.0,1.5,2.5,3.75) // 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 1.5 //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 1.0 //Weapon Near Pushes depth in and adjust perspective to match. #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 0.250 // Auto #define DI_Z 0.125 // Trim //#define DF_W float4(0.0001,0,0.0,0.05)// Edge & Scale #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.250 // Set the Balance #define DL_Y 0.250 // 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 LBR 1 //#define LBM 1 //Letter Box Masking With size Adust for Top and Bottom //#define DI_X 0.840 //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 4 //HQ Tune //#define HQT 1 //HQ Trigger //#define FRM 0 //HQ Mode //#define DM_Y 3 //HQ VRS #define FOV 1 #elif (App == 0x37DD21C3 ) //Twin Mirror //#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 0.00 // Seperation #define DA_Y 45.0 // Near Plane Adjustment //#define DA_Z -0.125 // Linerzation Offset #define DS_Y 5 // Linerzation Offset Effects only distance if true #define DB_Z 0.0375 // 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 -0.25 // 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(0.5,2.5) // Like Shift Boundary DG_W But 0 to inf #define WND -1.0 //Weapon Near Pushes depth in and adjust perspective to match. //#define DG_Z 0.025 // 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 0.025 // Trim //#define DF_W float4(0.0001,0.0,0.0,0.038)// Edge & Scale // #define SDU 1 //So hard when it's a lot of menus. //Simple Menu Detection #define SMD 2 //Off 0 | 1 | 2 | 3 | 4 //How to Play A #define DW_X float4( 0.843 , 0.252 , 0.843 , 0.474) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.845 , 0.818 ) //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. //How to Play B #define DT_X float4( 0.843 , 0.252 , 0.843 , 0.683) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.845 , 0.818 ) //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. #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. //Multi Menu Detection //4 Blocks total and 2 sub blocks per one block. #define MMD 4 //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 -4 //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 //Main Menu & Settings #define DO_X float4( 0.108 , 0.095 , 0.050 , 0.850 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.392 , 0.302 , 0.264 , 0.167 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.504 , 0.184 , 0.492 , 0.202 ) //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 //Brightness & Audio A #define DP_X float4( 0.504 , 0.171 , 0.485 , 0.184 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.729 , 0.201 , 0.509 , 0.448 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.050 , 0.850 , 0.509 , 0.595 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 30.0, 30.0, 29.0, 29.0) //Tresh Hold for Color C & D and Color //Audio B & Audio C #define DQ_X float4( 0.509 , 0.374 , 0.050 , 0.850 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.509 , 0.522 , 0.509 , 0.524 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.050 , 0.850 , 0.509 , 0.597 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 29.0, 29.0, 29.0, 29.0) //Tresh Hold for Color A1 & A3 and Color // Audio D & Audio E #define DR_X float4( 0.509 , 0.372 , 0.050 , 0.850 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.509 , 0.597 , 0.509 , 0.376 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.050 , 0.850 , 0.509 , 0.450 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 29.0, 29.0, 29.0, 29.0) //Tresh Hold for Color G & H and Color //Save 1 & Save 2 #define DU_X float4( 0.219 , 0.314 , 0.050 , 0.850 ) //Pos I1 = XY Color & I2 = ZW Black #define DU_Y float4( 0.509 , 0.314 , 0.219 , 0.437 ) //Pos I3 = XY Color & J1 = ZW Color #define DU_Z float4( 0.050 , 0.850 , 0.509 , 0.437 ) //Pos J2 = XY Black & J3 = ZW Color #define DU_W float4( 29.0, 26.0, 29.0, 26.0) //Tresh Hold for Color I & J and Color //Save 3 & Save 4 #define DV_X float4( 0.219 , 0.571 , 0.050 , 0.850 ) //Pos K1 = XY Color & K2 = ZW Black #define DV_Y float4( 0.509 , 0.571 , 0.219 , 0.710 ) //Pos K3 = XY Color & L1 = ZW Color #define DV_Z float4( 0.050 , 0.850 , 0.509 , 0.710 ) //Pos L2 = XY Black & L3 = ZW Color #define DV_W float4( 29.0, 26.0, 29.0, 26.0) //Tresh Hold for Color K & L and Color //Controls Cam & Controls Key #define DX_X float4( 0.148 , 0.170 , 0.387 , 0.187 ) //Pos M1 = XY Color & M2 = ZW Black #define DX_Y float4( 0.370 , 0.200 , 0.387 , 0.170 ) //Pos M3 = XY Color & N1 = ZW Color #define DX_Z float4( 0.626 , 0.183 , 0.609 , 0.200 ) //Pos N2 = XY Black & N3 = ZW Color #define DX_W float4( 30.0, 30.0, 30.0, 30.0) //Tresh Hold for Color M & N and Color //Controls Controller & English Options Kind of working #define DY_X float4( 0.622 , 0.170 , 0.605 , 0.183 ) //Pos O1 = XY Color & O2 = ZW Black #define DY_Y float4( 0.848 , 0.196 , 0.142 , 0.258 ) //Pos O3 = XY Color & P1 = ZW Color #define DY_Z float4( 0.050 , 0.850 , 0.987 , 0.604 ) //Pos P2 = XY Black & P3 = ZW Color #define DY_W float4( 30.0, 30.0, 30.0, 0.0) //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 #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 0.125 // Range Smoothing //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.9 //SM Tune //#define DL_W 0.05 //SM Perspective //#define DM_X 6 //HQ Tune #define HQT 1 //HQ Trigger #define FRM 0 //HQ Mode #define DM_Y 5 //HQ VRS #define PEW 1 #define DAA 1 #elif (App == 0xCE96161 ) //Trine 4 //#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 0.000 // Seperation #define DA_Y 25 // Near Plane Adjustment //#define DA_Z -0.5 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 0.800 // 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 -0.2 // 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(0.55,0.3)// 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 FTM 0 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly. ///#define DG_Z 0.500 // Min Weapon Hands That are apart of world with Auto and Trim //#define DS_X float2(0.0025,2)// 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 0.310 // Trim //#define DF_W float4(0,0,0,0)// Edge & Scale //Menu Detection Templates - Needs a Specail Shader to adjust #define MDD 1 //Set Menu Detection & Direction //Off | 1 | 2 | 3 | 4 #define DN_X float4( 0.4065, 0.300 , 0.596 , 0.280) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.594 , 0.300 , 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( 20.0, 1.0, 21.0, 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 #define MMD 4 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 //Options Menu 1 and Collect 2 #define DO_X float4( 0.643 , 0.297 , 0.459 , 0.8326) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.6435, 0.768 , 0.570 , 0.268 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.459 , 0.8326, 0.5705, 0.766 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 20.0, 20.0, 20.0, 20.0) //Tresh Hold for Color A & B and Color //Collect 1 and Mult Menu #define DP_X float4( 0.570 , 0.391 , 0.12669, 0.500) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.5705, 0.766 , 0.409 , 0.753 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.499 , 0.782 , 0.594 , 0.500 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 20.0, 20.0, 20.0, 19.0) //Tresh Hold for Color C & D and Color #define DQ_X float4( 0.145 , 0.321, 0.459 , 0.8326) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.857 , 0.321, 0.128 , 0.822 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.089 , 0.622 , 0.494 , 0.8655) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 19.0, 19.0, 28.0, 25.0) //Tresh Hold for Color A1 & A3 and Color //Main Menu and Map #define DR_X float4( 0.281 , 0.082 , 0.499 , 0.934 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.612 , 0.084 , 0.485 , 0.846 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.856 , 0.045 , 0.904 , 0.790 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 29.0, 30.0, 28.0, 18.0) //Tresh Hold for Color G & H and Color #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.200 // 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 #define DL_Z 0.125 // Compat Power //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#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 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.8 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune //#define HQT 1 //HQ Trigger #define DM_Y 0 //HQ VRS #define FRM 0 //HQ Mode #define PEW 1 #define NDW 1 #define DAA 1 #elif (App == 0xCE95FAE ) //Trine 5 //#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 0.000 // Seperation #define DA_Y 40 // Near Plane Adjustment //#define DA_Z -0.5 // Linerzation Offset //#define DS_Y 1 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // 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 -0.2 // 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(0.6,0.5,0.375,0.25)// Fix enables if Value is > 0.0 #define DI_W float4(0.25,0.5,1.75,5.0) // 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 0.500 // Min Weapon Hands That are apart of world with Auto and Trim //#define DS_X float2(0.0025,2)// 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 0.310 // Trim //#define DF_W float4(0,0,0,0)// Edge & Scale #define WND 1.0 //Weapon Near Pushes depth in and adjust perspective to match. #define MDD 3 //Set Menu Detection & Direction //Off | 1 Left | 2 Right | 3 Bottom | 4 Top #define COD 1 //Enable or Disable Cut-Off Direction //Off | 1 Top & Bottom for One & Two or Left and Right for Three & Four #define DN_X float4( 0.254 , 0.040 , 0.835 , 0.978) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.571 , 0.047 , 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( 0.091, 0.0 , 0.0, 0.0 ) //Size = Menu [ABC] D E F #define DJ_Y float4( 30.0, 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. #define DJ_Z float4( 1000., 1000., 1000, 0.1) //Set Match Tresh and IU Y Elevation or Cut-Off -1-1 //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( 0.376 , 0.264 , 0.503 , 0.844) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.467 , 0.742 , 0.5 , 0.474) //Pos C = XY Any & UI Postion #define DDD_Z float4( 29.0, 1.0, 28.0, 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( 0.361, 0.226, 1.0, 0.1) //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( 0.360 , 0.288 , 0.372 , 0.766) //Pos A = XY Any & B = ZW Lock #define DEE_Y float4( 0.399 , 0.236 , 0.488 , 0.495) //Pos C = XY Any & UI Postion #define DEE_Z float4( 29.0, 8.0, 29.0, 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( 0.360, 0.215, 1.0, 0.1) //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 4 //Off 0 | 1 | 2 | 3 | 4 //Main Menu #define DW_X float4( 0.025 , 0.225 , 0.001 , 0.855) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.436 , 0.279 ) //Pos C = XY #define DW_Z float4( 30.0, 8.0, 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. //Options / Local Multiplayer #define DT_X float4( 0.081, 0.772 , 0.808 , 0.842) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.859 , 0.772 ) //Pos C = XY #define DW_W float4( 30.0, 12.0, 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. //Save Slots #define DAA_X float4( 0.061 , 0.641 , 0.331 , 0.099) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.938 , 0.786 ) //Pos C = XY #define DAA_Z float4( 30.0, 9.0, 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. //Map #define DBB_X float4( 0.264 , 0.918 , 0.500 , 0.911) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.826 , 0.918 ) //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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.1 // 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 #define DL_Z -0.5 // Compat Power #define LBR 1 #define LBE 2 #define LBM 1 //Letter Box Masking With size Adust for Top and Bottom #define DI_X 0.90 //#define WSM 2 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#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 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.650 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 4 //HQ Tune #define HQT 1 //HQ Trigger #define DM_Y 3 //HQ VRS //#define FRM 0 //HQ Mode #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 0.200 // 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(0.0001,0.0015,0.0,0.02)// 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 #elif (App == 0xEE930687 ) //Cryptis //#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 // Near Plane Adjustment //#define DA_Z -0.125 // Linerzation Offset #define DS_Y 5 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.750 // 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(0.5,0.375,0.250)// 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 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 3.0 //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 0.050 // 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 0.05 // Trim #define DF_W float4(0.0001,0.00,0.075,0.050)// 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 0.1625 // 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 0.375 // 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 #elif (App == 0x51C8FDAA ) //Assassin's Valhalla #define DA_W 1 #define DA_Y 45.0 #define DA_Z -0.045 #define DA_X 0.045 #define DB_Z 0.1 #define DF_Y 0.0125 // Seperation #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.375 #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(0.5,0.375,0.225,0.025)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.5,2.5,12.5) // Like Shift Boundary DG_W But 0 to inf //#define DG_W -0.100 //Disallow popout #define DG_Z 0.04 #define DI_Z 0.125 #define WND 1.0 //Weapon Near Pushes depth in and adjust perspective to match. //Simple Menu Detection #define SMD 1 //Off 0 | 1 | 2 | 3 | 4 #define DW_X float4( 0.423 , 0.670 , 0.260 , 0.142) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.569 , 0.656 ) //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( 0.8835, 0.956 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.500 , 0.004 ) //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( 0.8835, 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. //Multi Menu Detection //4 Blocks total and 2 sub blocks per one block. #define MMD 4 //Set Multi Menu Detection // Off 0 | 1 | 2 | 3 | 4 #define MMS 4 //Set Multi Menu Selection // Off 0 | 1 | 2 | 3 | 4 //0-2 check to 28-30 check Depnding on the option MML #define MML -4 //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 4k #define DO_X float4( 0.500, 0.118 , 0.0361 , 0.925 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.037 , 0.925 , 0.500, 0.118 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.044 , 0.920 , 0.04 , 0.925 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 0.0, 0.0, 0.0, 0.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.930, 0.467 , 0.0361 , 0.925 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.037 , 0.925 , 0.930, 0.467 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.044 , 0.920 , 0.04 , 0.925 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 0.0, 0.0, 0.0, 0.0) //Tresh Hold for Color C & D and Color //Block Two 1440p #define DQ_X float4( 0.500, 0.118 , 0.04 , 0.925 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.037 , 0.925 , 0.500, 0.118 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.039 , 0.925 , 0.038 , 0.925 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 0.0, 0.0, 0.0, 0.0) //Tresh Hold for Color A1 & A3 and Color #define DR_X float4( 0.500, 0.118 , 0.044 , 0.930 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.040 , 0.925 , 0.930, 0.467 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.044 , 0.930 , 0.040 , 0.925 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 0.0, 0.0, 0.0, 0.0) //Tresh Hold for Color G & H and Color //Block Three 1080p #define DU_X float4( 0.930, 0.467 , 0.039 , 0.925 ) //Pos I1 = XY Color & I2 = ZW Black #define DU_Y float4( 0.037 , 0.925 , 0.500, 0.118 ) //Pos I3 = XY Color & J1 = ZW Color #define DU_Z float4( 0.036199, 0.925 , 0.037 , 0.925 ) //Pos J2 = XY Black & J3 = ZW Color #define DU_W float4( 0.0, 0.0, 0.0, 0.0) //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 , 0.930, 0.467 ) //Pos K3 = XY Color & L1 = ZW Color #define DV_Z float4( 0.036199, 0.925 , 0.037 , 0.925 ) //Pos L2 = XY Black & L3 = ZW Color #define DV_W float4( 1000.0, 1000.0, 0.0, 0.0) //Tresh Hold for Color K & L and Color //Block Four 1600p #define DX_X float4( 0.500, 0.118 , 0.0435, 0.925 ) //Pos M1 = XY Color & M2 = ZW Black #define DX_Y float4( 0.042 , 0.925 , 0.961, 0.423 ) //Pos M3 = XY Color & N1 = ZW Color #define DX_Z float4( 0.0435 , 0.9248 , 0.042 , 0.925 ) //Pos N2 = XY Black & N3 = ZW Color #define DX_W float4( 0.0, 0.0, 0.0, 0.0) //Tresh Hold for Color M & N and Color // 720p #define DY_X float4( 0.115 , 0.925 , 0.120 , 0.9132 ) //Pos O1 = XY Color & O2 = ZW Black #define DY_Y float4( 0.500 , 0.118 , 0.930, 0.467 ) //Pos O3 = XY Color & P1 = ZW Color #define DY_Z float4( 0.03633 , 0.932 , 0.0375 , 0.925 ) //Pos P2 = XY Black & P3 = ZW Color #define DY_W float4( 0.0, 0.0, 0.0, 0.0) //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 0.0625 // 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 0.142 // Range Smoothing #define FRM 0 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.725 //SM Tune //#define DL_W 0.05 //SM Perspective //#define DM_X 4 //HQ Tune #define HQT 1 //HQ Trigger #define DM_Y 4 //HQ VRS #define DAA 1 #define PEW 1 #elif (App == 0xB87994A3 ) //Assassin's Mirage #define DA_W 1 #define DA_Y 45.0 //#define DA_Z -0.045 #define DA_X 0.045 #define DB_Z 0.1 //#define DF_Y 0.0125 // Seperation #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DE_X 3 #define DE_Y 0.750 #define DE_Z 0.375 #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(0.5,0.375,0.25,0.0625)// Fix enables if Value is > 0.0 #define DI_W float4(0.75,1.5,3.75,12.5) // Like Shift Boundary DG_W But 0 to inf //#define DG_W -0.100 //Disallow popout #define DG_Z 0.025 #define DI_Z 0.125 #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 0.150 // 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 0.142 // Range Smoothing //#define FRM 0 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.725 //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 DAA 1 #define PEW 1 #elif (App == 0x47ADD015 ) //Boxes //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation #define DB_X 1 // Flip #define DA_X 0.05 // ZPD //#define DF_Y 0.005 // Seperation #define DA_Y 250 // Near Plane Adjustment //#define DA_Z -0.125 // Linerzation Offset #define DS_Y 3 // Linerzation Offset Effects only distance if true #define DB_Z 0.0375 // Auto Depth Protection #define DE_X 1 // 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 0.125 // 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(0.4,0.25,0.1,0.012)// Fix enables if Value is > 0.0 #define DI_W float4(0.75,2.5,7.25,12.5) // 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 3.0 //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 0.050 // 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 0.05 // Trim //#define DF_W float4(0.0001,0.00,0.075,0.050)// 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 0.050 // Set the Balance #define DL_Y 0.625 // 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 #define ASA 0 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.875 //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 #elif (App == 0x7D95F85F ) //Tekken 8 Demo //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.100//0.125 // ZPD //#define DF_Y 0.005 // Seperation #define DA_Y 11.25//125 // Near Plane Adjustment //#define DA_Z -0.125 // Linerzation Offset #define DS_Y 0 // Linerzation Offset Effects only distance if true #define DB_Z 0.100 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.625 // 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(0.5,0.375,0.25,0.01)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.5,2.5,10.0) // 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 3.0 //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 0.050 // 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 0.05 // Trim //#define DF_W float4(0.0001,0.00,0.075,0.050)// 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 MDD 0 //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( 0.121, 0.093 , 0.0495 , 0.957) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.413 , 0.093 , 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( 0.425, 0.0 , 0.0, 0.0 ) //Size = Menu [ABC] D E F #define DJ_Y float4( 3.0, 28.0, 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. #define DJ_Z float4( 1000., 1000., 1000, 0.0) //Set Match Tresh and IU Y Elevation or Cut-Off -1-1 //Stencil UI & Detection #define SUI 0 //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( 0.337 , 0.360 , 0.0495 , 0.957) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.1165 , 0.957 , 0.5 , 0.5) //Pos C = XY Any & UI Postion #define DDD_Z float4( 3.0, 28.0, 28.0, 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( 0.332, 0.354, 1.0, 0.875) //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( 0.337 , 0.496 , 0.0495 , 0.957) //Pos A = XY Any & B = ZW Lock #define DEE_Y float4( 0.1165 , 0.957 , 0.5 , 0.5) //Pos C = XY Any & UI Postion #define DEE_Z float4( 3.0, 28.0, 28.0, 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( 0.332, 0.354, 1.0, 0.875) //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 3 //Off 0 | 1 | 2 | 3 | 4 //Main Menu - Good #define DW_X float4( 0.0495 , 0.129 , 0.0495 , 0.957) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.511 , 0.129 ) //Pos C = XY #define DW_Z float4( 28.0, 28.0, 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. //Options A #define DT_X float4( 0.242 , 0.475 , 0.0495 , 0.957) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.756 , 0.475 ) //Pos C = XY #define DW_W float4( 3.0, 28.0, 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. //Options B #define DAA_X float4( 0.242 , 0.308 , 0.0495 , 0.957) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.756 , 0.308 ) //Pos C = XY #define DAA_Z float4( 3.0, 28.0, 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. //Move List #define DBB_X float4( 0.074 , 0.092 , 0.0495 , 0.957) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.2925, 0.195 ) //Pos C = XY #define DBB_Z float4( 3.0, 28.0, 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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.125 // Set the Balance #define DL_Y 0.75 // 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 0.02 // Range Smoothing //#define FRM 0 //#define ASA 0 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.875 //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 DAA 1 #define DSW 1 //#define NFM 1 #elif (App == 0x8BBF7823 ) //DEATHLOOP #define DA_W 1 //#define DB_X 1 #define DA_X 0.10 #define DF_Y 0.1 #define DA_Y 55.0 //#define DA_Z 0.001 #define DB_Z 0.10 #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DE_X 7 #define DE_Y 0.750 #define DE_Z 0.375 #define DG_W -0.25 //Neg PoP #define OIF 0.500 //Fix enables if Value is > 0.0 #define DI_W 0.125 //#define FTM 1 //#define DG_Z 0.001//0.050//0.075 //Min //#define DE_W 0.75 //Auto //#define DI_Z 0.05//0.050//0.090 //Trim #define BMT 1 #define DF_Z 0.50 //#define SMS 1 //SM Toggle Separation #define DL_X 0.75 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 6 //HQ Tune //#define DM_Z 3 //HQ Smooth //#define DM_Y 3 //HQ VRS #define DL_Y 0.5 //De-Artifact //#define DL_Z 1.0 //Compat Power #define DJ_X 0.0 //Range Smoothing #define DAA_W 2 //Warp/Halo Masking Type #define WND 0.5 //Weapon Near Pushes depth in and adjust perspective to match. #define MMD 4 //Set Multi Menu Detection //Off / On #define MMS 0 //Set Multi Menu Selection from 0-1 to 29-30 and Off 0 | 1 | 2 #define DO_X float4( 0.360 , 0.080 , 0.325 , 0.080 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.640 , 0.080 , 0.265 , 0.750 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.325 , 0.080 , 0.051 , 0.949 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 24.0, 24.0, 24.0, 24.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.051 , 0.949 , 0.325 , 0.080 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.120 , 0.275 , 0.790 , 0.275 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.325 , 0.080 , 0.861 , 0.957 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 24.0, 24.0, 24.0, 24.0) //Tresh Hold for Color C & D and Color #define DQ_X float4( 0.500 , 0.950 , 0.500 , 0.555 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.502 , 0.589 , 0.500 , 0.950 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.500 , 0.555 , 0.498 , 0.589 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 24.0, 15.0, 24.0, 15.0) //Tresh Hold for Color A1 & A3 and Color #define DR_X float4( 0.500 , 0.950 , 0.500 , 0.555 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.499 , 0.589 , 0.500 , 0.969 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.499 , 0.140 , 0.400 , 0.140 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 24.0, 15.0, 24.0, 16.0) //Tresh Hold for Color G & H and Color #define WSM 2 #define DB_W 17 #define DF_X float2(0.150,0.350) //#define DJ_W 0.150 #define DS_W 2.0 #define FPS 2 // FPS Focus Settings #define DK_X 2 //Trigger Type #define DK_Y 0 //Eye Selection #define WRP 7 //Weapon Reduction Power #define DK_Z 8 //World Reduction Power #define DK_W 3 //Set Shift Speed #define PEW 1 #define FOV 1 #define DAA 1 #elif (App == 0x640BC72B ) //Secret of Mana //#define DS_Z 2 // Set View Mode //#define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.250 // ZPD #define DF_Y 0.125 // Seperation #define DA_Y 790.0 // Near Plane Adjustment //#define DA_Z -0.125 // Linerzation Offset #define DS_Y 0 // Linerzation Offset Effects only distance if true #define DB_Z 0.005 // Auto Depth Protection #define DE_X 3 // ZPD Boundary #define DE_Y 0.850 // 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(0.075,0.025,0.0015,0.0005)// Fix enables if Value is > 0.0 #define DI_W float4(1.5,15.0,100,625) // 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 3.0 //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 0.050 // 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 0.05 // Trim //#define DF_W float4(0.0001,0.00,0.075,0.050)// 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. //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( 0.822 , 0.017 , 0.390 , 0.990) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.9905 , 0.317 , 0.906 , 0.16666) //Pos C = XY Any & UI Postion #define DDD_Z float4( 21.0, 27.0, 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( 0.414, 0.348, 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 SSB 1 //Off 0 | 1 Square | 2 Circle //#define SNB 1 //Off 0 | 1 Trigger on Aim #define DEE_X float4( 0.200 , 0.7322 , 0.769 , 0.892) //Pos A = XY Any & B = ZW Lock #define DEE_Y float4( 0.789 , 0.7322 , 0.5 , 0.800) //Pos C = XY Any & UI Postion #define DEE_Z float4( 23.0, 30.0, 23.0, 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( 0.198, 0.430, 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. //Simple Menu Detection #define SMD 2 //Off 0 | 1 | 2 | 3 | 4 #define DW_X float4( 0.500 , 0.031 , 0.035 , 0.055) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.025 , 0.075 ) //Pos C = XY #define DW_Z float4( 24.0, 0.0, 25.0, 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 , 0.031 , 0.923 , 0.960) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.807 , 0.955 ) //Pos C = XY #define DW_W float4( 24.0, 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 0.025 // 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 -0.125 // Compat Power //#define DJ_X 0.02 // Range Smoothing #define FRM 0 //#define ASA 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 DAA 1 // #define DSW 1 //#define NFM 1 #define NVK 1 #elif (App == 0x3CBB7D21 ) //One Piece Odyssey //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.024 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 120.0 // Near Plane Adjustment //#define DA_Z -0.125 // Linerzation Offset #define DS_Y 3 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 0.700 // 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(0.600,0.400,0.300,0.250)// Fix enables if Value is > 0.0 #define DI_W float4(0.25,0.75,1.75,2.0) // 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 3.0 //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 0.0375 // 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 0.010 // Trim //#define DF_W float4(0.0001,0.00,0.075,0.050)// 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] //Stencil UI & Detection #define SUI 3 //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( 0.359 , 0.803 , 0.5005 , 0.978) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.466 , 0.784 , 0.5 , 0.896) //Pos C = XY Any & UI Postion #define DDD_Z float4( 14.0, 30.0, 14.0, 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, 0.409, 1.0, 0.030) //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 2 //Off 0 | 1 Square | 2 Circle //#define SNB 1 //Off 0 | 1 Trigger on Aim #define DEE_X float4( 0.359 , 0.803 , 0.5005 , 0.978) //Pos A = XY Any & B = ZW Lock #define DEE_Y float4( 0.466 , 0.784 , 0.731 , 0.125) //Pos C = XY Any & UI Postion #define DEE_Z float4( 14.0, 30.0, 14.0, 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( 0.1875, 0.0, 0.0, 0.030) //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( 0.359 , 0.803 , 0.5005 , 0.978) //Pos A = XY Any & B = ZW Lock #define DFF_Y float4( 0.466 , 0.784 , 0.4 , 0.890) //Pos C = XY Any & UI Postion #define DFF_Z float4( 14.0, 30.0, 14.0, 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( 0.400, 0.390, 1.0, 0.030) //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 WND 1.5 //Weapon Near Pushes depth in and adjust perspective to match. //Simple Menu Detection #define SMD 6 //Off 0 | 1 | 2 | 3 | 4 #define DW_X float4( 0.867, 0.494 , 0.500 , 0.850) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.451 , 0.780 ) //Pos C = XY #define DW_Z float4( 28.0, 7.0, 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 DT_X float4( 0.127, 0.494 , 0.500 , 0.850) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.451 , 0.780 ) //Pos C = XY #define DW_W float4( 28.0, 7.0, 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 DAA_X float4( 0.479, 0.832 , 0.500 , 0.850) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.451 , 0.780 ) //Pos C = XY #define DAA_Z float4( 28.0, 7.0, 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( 0.052 , 0.120 , 0.080 , 0.012) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.774 , 0.110 ) //Pos C = XY #define DBB_Z float4( 28.0, 1.0, 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. //Loading Screen #define DHH_X float4( 0.500 , 0.100 , 0.320 , 0.297) //Pos A = XY Any & B = ZW Lock #define DHH_Y float2( 0.500 , 0.900 ) //Pos C = XY #define DHH_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 DII_X float4( 0.052 , 0.120 , 0.080 , 0.012) //Pos A = XY Any & B = ZW Lock #define DII_Y float2( 0.856 , 0.110 ) //Pos C = XY #define DII_Z float4( 28.0, 1.0, 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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.125 // Set the Balance #define DL_Y 0.500 // 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 -0.100 // Compat Power //#define DJ_X 0.02 // Range Smoothing #define FRM 0 //#define ASA 0 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.75 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 6 //HQ Tune #define HQT 0 //HQ Trigger #define DM_Y 0 //HQ VRS #define PEW 1 #define DAA 1 // #define DSW 1 //#define NFM 1 #elif (App == 0x53632386 ) //Astroneer //#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 0.00 // Seperation #define DA_Y 250.0 // Near Plane Adjustment //#define DA_Z -0.125 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.050 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.75 // 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(0.500,0.375,0.250,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(1.0,2.0,3.0,4.0) // 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 3.0 //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 0.0375 // 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 0.010 // Trim //#define DF_W float4(0.0001,0.00,0.075,0.050)// 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 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( 0.044, 0.126 , 0.545 , 0.050) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.545 , 0.072 , 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( 0.570, 0.0 , 0.0, 0.0 ) //Size = Menu [ABC] D E F #define DJ_Y float4( 11.0, 30.0, 12.0, 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 //Lock Out Menu Detectors #define LMD 1 //Off 0 | 1 #define ISD 1 //Off 0 | 1 //Include Stencils #define DCC_X float4( 0.345 , 0.073 , 0.390 , 0.105) //Pos A = XY Any & B = ZW Lock #define DCC_Y float2( 0.712 , 0.157 ) //Pos C = XY #define DCC_Z float4( 30.0, 16.0, 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. //Simple Menu Detection #define SMD 2 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 #define DW_X float4( 0.133 , 0.177 , 0.861 , 0.904) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.867 , 0.919 ) //Pos C = XY #define DW_Z float4( 30.0, 2.0, 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( 0.133, 0.177 , 0.096 , 0.075) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.867 , 0.919 ) //Pos C = XY #define DW_W float4( 30.0, 16.0, 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 DHH_X float4( 0.8835, 0.956 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock #define DHH_Y float2( 0.500 , 0.004 ) //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( 0.8835, 0.956 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock #define DII_Y float2( 0.500 , 0.004 ) //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 4 //Off 0 | 1 Stencil One | 2 Stencil Two | 3 Stencil Three| 4 Stencil Four #define SSA 1 //Off 0 | 1 Square | 2 Circle //#define SNA 1 //Off 0 | 1 Trigger on Aim #define DDD_X float4( 0.386 , 0.081 , 0.408 , 0.087) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.220 , 0.107 , 0.223 , 0.173) //Pos C = XY Any & UI Postion #define DDD_Z float4( 30.0, 12.0, 16.0, 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( 0.298, 0.370, 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 1 //Off 0 | 1 Square | 2 Circle //#define SNB 1 //Off 0 | 1 Trigger on Aim #define DEE_X float4( 0.132 , 0.051 , 0.343 , 0.051) //Pos A = XY Any & B = ZW Lock #define DEE_Y float4( 0.379 , 0.051 , 0.223 , 0.219) //Pos C = XY Any & UI Postion #define DEE_Z float4( 30.0, 15.0, 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( 0.298, 0.322, 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 SSC 1 //Off 0 | 1 Square | 2 Circle //#define SNC 1 //Off 0 | 1 Trigger on Aim //English #define DFF_X float4( 0.032 , 0.051 , 0.032 , 0.165) //Pos A = XY Any & B = ZW Lock #define DFF_Y float4( 0.333 , 0.051 , 0.223 , 0.5) //Pos C = XY Any & UI Postion #define DFF_Z float4( 30.0, 16.0, 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( 0.298, 0.041, 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 SSD 1 //Off 0 | 1 Square | 2 Circle //#define SND 1 //Off 0 | 1 Trigger on Aim #define DGG_X float4( 0.408 , 0.071 , 0.408 , 0.050) //Pos A = XY Any & B = ZW Lock #define DGG_Y float4( 0.831 , 0.847 , 0.835 , 0.870) //Pos C = XY Any & UI Postion #define DGG_Z float4( 12.0, 30.0, 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( 0.38, 0.429, 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 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 0.1 // Set the Balance //#define DL_Y 0.250 // 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 0.02 // Range Smoothing #define FRM 0 //#define ASA 0 //Smooth Mode Setting #define DL_X 0.875 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 6 //HQ Tune #define HQT 1 //HQ Trigger #define DM_Y 0 //HQ VRS // #define PEW 1 // #define DAA 1 // #define DSW 1 //#define NFM 1 #elif (App == 0x24A63A76 ) //COOCOON //#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 0.125 // Seperation #define DA_Y 20.5 // Near Plane Adjustment #define DA_Z 0.00375 // Linerzation Offset #define DS_Y 0 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 3 // ZPD Boundary #define DE_Y 0.75 // 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 0.25 // 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(0.500,0.375,0.001)// Fix enables if Value is > 0.0 #define DI_W float3(0.5,1.0,5.0) // 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 3.0 //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 0.0375 // 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 0.010 // Trim //#define DF_W float4(0.0001,0.00,0.075,0.050)// 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 1.00 //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 0.05 // Set the Balance //#define DL_Y 0.250 // 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 0.02 // Range Smoothing #define FRM 0 //#define ASA 0 #define DAA_W 2 //Smooth Mode Setting #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 NVK 1 #elif (App == 0x8B814438 ) //The Ascent //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.075 // ZPD //#define DF_Y 0.05 // Seperation #define DA_Y 82.5//70.0 // Near Plane Adjustment //#define DA_Z -0.175 // Linerzation Offset //#define DS_Y 0 // Linerzation Offset Effects only distance if true //#define DB_Z 0.05 // 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 -0.150 // 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(0.5,2.5) // 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 1.0 //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 2 //Warp/Halo Masking Type #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.05 // 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 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 #define LBC 1 //Letter Box Correction #define LBS 1 //Letter Box Sensitvity #define LBR 1 //Letter Box Reposition #define LBI 1 #define DH_Z 0.0 //Pos offset X #define DH_W -0.244//Pos offset Y #define LBM 1 //Letter Box Masking With size Adust for Top and Bottom and 2 is Left and Right #define DI_X 0.8805 //Smooth Mode #define DL_X 0.75 //SM Tune Limit #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. #elif (App == 0x5AE985C ) //Palworld //#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 0.00 // Seperation #define DA_Y 50.0 // Near Plane Adjustment //#define DA_Z -0.125 // Linerzation Offset //#define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.700 // 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 -0.25 // 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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.5,0.375,0.25,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,2.5,3.75,5.0) // Like Shift Boundary DG_W But 0 to inf #define WND 1.0 //Weapon Near Pushes depth in and adjust perspective to match. //#define DG_Z 0.025 // 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 0.025 // Trim //#define DF_W float4(0.0001,0.0,0.0,0.038)// Edge & Scale // #define SDU 1 #define DAA_W 2 //Warp/Halo Masking Type //Stencil UI & Detection #define SUI 3 //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( 0.080 , 0.162 , 0.92 , 0.162) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.920 , 0.839 , 0.5 , 0.5) //Pos C = XY Any & UI Postion #define DDD_Z float4( 25.0, 25.0, 25.0, 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( 0.075, 0.105, 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 SSB 1 //Off 0 | 1 Square | 2 Circle //#define SNB 1 //Off 0 | 1 Trigger on Aim #define DEE_X float4( 0.308 , 0.155 , 0.690 , 0.155) //Pos A = XY Any & B = ZW Lock #define DEE_Y float4( 0.690 , 0.866 , 0.5 , 0.5) //Pos C = XY Any & UI Postion #define DEE_Z float4( 28.0, 28.0, 28.0, 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( 0.297, 0.050, 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 SSC 1 //Off 0 | 1 Square | 2 Circle //#define SNC 1 //Off 0 | 1 Trigger on Aim #define DFF_X float4( 0.296 , 0.813 , 0.498 , 0.903) //Pos A = XY Any & B = ZW Lock #define DFF_Y float4( 0.703 , 0.968 , 0.5 , 0.891) //Pos C = XY Any & UI Postion #define DFF_Z float4( 28.0, 28.0, 28.0, 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( 0.291, 0.420, 1.0, 0.875) //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. //Settings #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( 0.219 , 0.500 , 0.187 , 0.886) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.219 , 0.915 , 0.975, 0.925) //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( 0.25, 1.0 , 0.0, 0.0 ) //Size = Menu [ABC] D E F #define DJ_Y float4( 18.0, 30.0, 18.0, 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( 29., 1000., 1000, 0.0) //Set Match Tresh and IU Y Elevation or Cut-Off -1-1 //Simple Menu Detection #define SMD 4 //Off 0 | 1 | 2 | 3 | 4 //Options #define DW_X float4( 0.069 , 0.097 , 0.929 , 0.097) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.929 , 0.903 ) //Pos C = XY #define DW_Z float4( 29.0, 29.0, 29.0, 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. //PalBox #define DT_X float4( 0.881, 0.866 , 0.596 , 0.140) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.339 , 0.633 ) //Pos C = XY #define DW_W float4( 29.0, 30.0, 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. //Map #define DAA_X float4( 0.063 , 0.094 , 0.936 , 0.094) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.936 , 0.905 ) //Pos C = XY #define DAA_Z float4( 29.0, 29.0, 29.0, 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. //Return to Title #define DBB_X float4( 0.264, 0.296 , 0.736 , 0.296) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.736 , 0.704 ) //Pos C = XY #define DBB_Z float4( 30.0, 30.0, 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. //Build Menu Detection //4 Blocks total and 2 sub blocks per one block. #define MMD 4 //Set Multi Menu Detection // Off 0 | 1 | 2 | 3 | 4 #define MMS 4 //Set Multi Menu Selection // Off 0 | 1 | 2 | 3 | 4 //0-2 check to 28-30 check Depnding on the option MML #define MML -4 //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 //Infrastructure & Production #define DO_X float4( 0.227 , 0.073 , 0.500 , 0.108 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.783 , 0.572 , 0.227 , 0.073 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.271 , 0.108 , 0.783 , 0.572 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 28.0, 28.0, 28.0, 28.0) //Tresh Hold for Color A & B and Color //Pal & Storage #define DP_X float4( 0.227 , 0.073 , 0.334 , 0.108 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.783 , 0.572 , 0.227 , 0.073 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.388 , 0.108 , 0.783 , 0.57) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 28.0, 28.0, 28.0, 28.0) //Tresh Hold for Color C & D and Color //Food and Lighting #define DQ_X float4( 0.227 , 0.073 , 0.446 , 0.108 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.783 , 0.572 , 0.227 , 0.073 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.563 , 0.108 , 0.783 , 0.572 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 28.0, 28.0, 28.0, 28.0) //Tresh Hold for Color A1 & A3 and Color //Fondations & Defence #define DR_X float4( 0.227 , 0.073 , 0.626 , 0.108 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.783 , 0.572 , 0.227 , 0.073 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.684 , 0.108 , 0.783 , 0.572 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 28.0, 28.0, 28.0, 28.0) //Tresh Hold for Color G & H and Color //Other and Furniture #define DU_X float4( 0.227 , 0.073 , 0.742 , 0.108 ) //Pos I1 = XY Color & I2 = ZW Black #define DU_Y float4( 0.783 , 0.572 , 0.227 , 0.073 ) //Pos I3 = XY Color & J1 = ZW Color #define DU_Z float4( 0.798 , 0.108 , 0.783 , 0.572 ) //Pos J2 = XY Black & J3 = ZW Color #define DU_W float4( 28.0, 28.0, 28.0, 28.0) //Tresh Hold for Color I & J and Color //Inventory Create & Primitive Workbench #define DV_X float4( 0.140 , 0.168 , 0.1595, 0.815 ) //Pos K1 = XY Color & K2 = ZW Black #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 & 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 , 0.379 , 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( 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 #define DL_Y .300 // 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 0.125 // Range Smoothing //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.7 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 6 //HQ Tune #define HQT 1 //HQ Trigger //#define FRM 0 //HQ Mode #define DM_Y 0 //HQ VRS #define PEW 1 #define DAA 1 #define NDW 1 #elif (App == 0x53424305 ) //TombRaider 1 2 3 //#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 0.0125 // Seperation #define DA_Y 75.0 // Near Plane Adjustment //#define DA_Z -0.175 // 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(0.5,0.375,0.250,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.25,2.5,7.5) // 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 2.0 //Weapon Near Pushes depth in and adjust perspective to match. //#define DG_Z 0.460 // 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 0.250 // Trim //#define DF_W float4(0,0,0,0) // Edge & Scale //#define DAA_W 2 //Warp/Halo Masking Type //Stencil UI & Detection #define SUI 4 //Off 0 | 1 Stencil One | 2 Stencil Two | 3 Stencil Three| 4 Stencil Four #define SSA 1 //Off 0 | 1 Square | 2 Circle //#define SNA 1 //Off 0 | 1 Trigger on Aim #define DDD_X float4( 0.500 , 0.123 , 0.2015, 0.750) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.6505, 0.905 , 0.5 , 0.4565) //Pos C = XY Any & UI Postion #define DDD_Z float4( 15.0, 0.0, 29.0, 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( 0.147, 0.163, 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( 0.500 , 0.289 , 0.637 , 0.903) //Pos A = XY Any & B = ZW Lock #define DEE_Y float4( 0.6435, 0.905 , 0.502 , 0.456) //Pos C = XY Any & UI Postion #define DEE_Z float4( 15.0, 1.0, 28.0, 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( 0.212, 0.331, 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 1 //Off 0 | 1 Square | 2 Circle //#define SNC 1 //Off 0 | 1 Trigger on Aim #define DFF_X float4( 0.500 , 0.289 , 0.637 , 0.903) //Pos A = XY Any & B = ZW Lock #define DFF_Y float4( 0.653, 0.9055 , 0.502 , 0.456) //Pos C = XY Any & UI Postion #define DFF_Z float4( 15.0, 1.0, 29.0, 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( 0.212, 0.331, 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 1 //Off 0 | 1 Square | 2 Circle //#define SND 1 //Off 0 | 1 Trigger on Aim #define DGG_X float4( 0.500 , 0.122 , 0.500 , 0.131) //Pos A = XY Any & B = ZW Lock #define DGG_Y float4( 0.800 , 0.853 , 0.501 , 0.456) //Pos C = XY Any & UI Postion #define DGG_Z float4( 15.0, 0.0, 29.0, 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( 0.146, 0.163, 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. //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 //Tomb Raider I invatory In game & Option In game & Options in Game #define DO_X float4( 0.053 , 0.904 , 0.500 , 0.150 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.923 , 0.904 , 0.053 , 0.084 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.200 , 0.924 , 0.084 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 29.0, 29.0, 30.0, 30.0) //Tresh Hold for Color A & B and Color //Tomb Raider I Controlls English & Tomb Raider III Load and Save Game in Game #define DP_X float4( 0.412 , 0.900 , 0.122 , 0.110 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.500 , 0.128 , 0.063 , 0.065 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.114 , 0.934 , 0.065 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 28.0, 15.0, 30.0, 30.0) //Tresh Hold for Color C & D and Color //Tomb Raider II Controls Main Menu & Tomb Raider III Controls Main Menu #define DQ_X float4( 0.500 , 0.127 , 0.806 , 0.500 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.696 , 0.905 , 0.500 , 0.127 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.804 , 0.500 , 0.800 , 0.853 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 15.0, 27.0, 15.0, 29.0) //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 #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 0.0 // 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 #define ASA 0 //Smooth Mode #define DL_X 0.750 //SM Tune Limit //#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 PEW 1 #define DSW 1 #define NFM 1 #define FOV 1 #elif (App == 0x7ABF5655 ) //Moons of Madness //#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 0.0125 // Seperation #define DA_Y 47.0 // Near Plane Adjustment //#define DA_Z -0.175 // 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(0.625,0.5,0.375,0.25)// Fix enables if Value is > 0.0 #define DI_W float4(0.25,0.5,1.25,2.5) // 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 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 2.25 //Weapon Near Pushes depth in and adjust perspective to match. #define DG_Z 0.075 // 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 0.045 // Trim #define DF_W float4(0.0001,0.00025,0.05,0.0025) // Edge & Scale //#define DAA_W 2 //Warp/Halo Masking Type #define EDU 1 //Elevate Detectors Up effects ZPD //Simple Menu Detection #define SMD 1 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 #define DW_X float4( 0.166, 0.393 , 0.500 , 0.476) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.557 , 0.406 ) //Pos C = XY #define DW_Z float4( 28.0, 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( 0.8835, 0.956 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.500 , 0.004 ) //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( 0.8835, 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 DHH_X float4( 0.8835, 0.956 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock #define DHH_Y float2( 0.500 , 0.004 ) //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( 0.8835, 0.956 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock #define DII_Y float2( 0.500 , 0.004 ) //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 0.15 // 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 0.0 // 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 //#define ASA 0 //Smooth Mode //#define DL_X 0.750 //SM Tune Limit #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 PEW 1 // #define DSW 1 #define FOV 1 #elif (App == 0xEE23A44 ) //Banishers //#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 0.0125 // Seperation #define DA_Y 45.625 // Near Plane Adjustment //#define DA_Z -0.175 // 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 0.75 // 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(0.50,0.375,0.25)// Fix enables if Value is > 0.0 #define DI_W float3(0.5,1.25,2.5) // 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 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 1.0 //Weapon Near Pushes depth in and adjust perspective to match. //#define DG_Z 0.075 // 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 0.045 // Trim //#define DF_W float4(0.0001,0.00025,0.05,0.0025) // Edge & Scale //#define DAA_W 2 //Warp/Halo Masking Type //#define EDU 1 //Elevate Detectors Up effects ZPD //Stencil UI & Detection #define SUI 5 #define SSA 1 //Off 0 | 1 Square | 2 Circle //#define SNA 1 //Off 0 | 1 Trigger on Aim #define DDD_X float4( 0.913 , 0.804 , 0.85 , 0.170) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.85 , 0.831 , 0.844 , 0.5) //Pos C = XY Any & UI Postion #define DDD_Z float4( 0.0, 30.0, 16.0, 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( 0.368, 0.165, 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 SSB 1 //Off 0 | 1 Square | 2 Circle //#define SNB 1 //Off 0 | 1 Trigger on Aim #define DEE_X float4( 0.715 , 0.578 , 0.85 , 0.308) //Pos A = XY Any & B = ZW Lock #define DEE_Y float4( 0.85 , 0.810 , 0.844 , 0.5465) //Pos C = XY Any & UI Postion #define DEE_Z float4( 0.0, 30.0, 16.0, 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( 0.368, 0.230, 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( 0.715 , 0.578 , 0.85 , 0.308) //Pos A = XY Any & B = ZW Lock #define DFF_Y float4( 0.850 , 0.788 , 0.844 , 0.5465) //Pos C = XY Any & UI Postion #define DFF_Z float4( 0.0, 30.0, 16.0, 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( 0.368, 0.254, 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. //715 0.551 #define SSD 1 //Off 0 | 1 Square | 2 Circle //#define SND 1 //Off 0 | 1 Trigger on Aim #define DGG_X float4( 0.715 , 0.542 , 0.850 , 0.26) //Pos A = XY Any & B = ZW Lock #define DGG_Y float4( 0.850 , 0.830 , 0.844 , 0.547) //Pos C = XY Any & UI Postion #define DGG_Z float4( 0.0, 30.0, 16.0, 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( 0.368, 0.192, 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. //0.209 #define SSE 1 //Off 0 | 1 Square | 2 Circle //#define SNE 1 //Off 0 | 1 Trigger on Aim #define DJJ_X float4( 0.971, 0.630 , 0.850, 0.335) //Pos A = XY Any & B = ZW Lock #define DJJ_Y float4( 0.850, 0.759 , 0.844 , 0.5465) //Pos C = XY Any & UI Postion #define DJJ_Z float4( 2.0, 30.0, 16.0, 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( 0.368, 0.282, 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. //I ran out of detectors. Maybe I will Increase this to 6 //0.850 0.335 = 30 //0.850 0.759 = 16 //0.971 0.630 = 2 //Pos 0.844 0.5465 //Size 0.368 0.282 /* //Stencil UI & Detection #define SUI 5 //Controls KeyBoard #define SSA 1 //Off 0 | 1 Square | 2 Circle //#define SNA 1 //Off 0 | 1 Trigger on Aim #define DDD_X float4( 0.480 , 0.670 , 0.500 , 0.637) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.500 , 0.720 , 0.5 , 0.680) //Pos C = XY Any & UI Postion #define DDD_Z float4( 0.0, 30.0, 9.0, 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( 0.339, 0.456, 1.0, 1.0) //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( 0.599 , 0.691 , 0.500 , 0.662) //Pos A = XY Any & B = ZW Lock #define DEE_Y float4( 0.500 , 0.72 , 0.5 , 0.6915) //Pos C = XY Any & UI Postion #define DEE_Z float4( 18.0, 30.0, 9.0, 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( 0.348, 0.467, 1.0, 1.0) //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 1 //Off 0 | 1 Square | 2 Circle //#define SNC 1 //Off 0 | 1 Trigger on Aim #define DFF_X float4( 0.455 , 0.691 , 0.500 , 0.662) //Pos A = XY Any & B = ZW Lock #define DFF_Y float4( 0.500 , 0.720 , 0.5 , 0.692) //Pos C = XY Any & UI Postion #define DFF_Z float4( 0.0, 30.0, 9.0, 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( 0.342, 0.467, 1.0, 1.0) //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 1 //Off 0 | 1 Square | 2 Circle //#define SND 1 //Off 0 | 1 Trigger on Aim #define DGG_X float4( 0.507 , 0.670 , 0.500 , 0.637) //Pos A = XY Any & B = ZW Lock #define DGG_Y float4( 0.500 , 0.718 , 0.5 , 0.679) //Pos C = XY Any & UI Postion #define DGG_Z float4( 0.0, 30.0, 9.0, 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( 0.347, 0.457, 1.0, 1.0) //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 , 0.850 , 0.308) //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, 30.0, 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. */ //Simple Menu Detection #define SMD 3 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 //Note KB #define DW_X float4( 0.867, 0.216 , 0.924 , 0.916) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.927 , 0.927 ) //Pos C = XY #define DW_Z float4( 18.0, 30.0, 5.0, 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( 0.867, 0.245 , 0.924 , 0.916) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.927 , 0.927 ) //Pos C = XY #define DW_W float4( 18.0, 30.0, 5.0, 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, 0.911 , 0.487 , 0.277) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.500 , 0.602 ) //Pos C = XY #define DAA_Z float4( 9.0, 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( 0.8835, 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 DHH_X float4( 0.8835, 0.956 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock #define DHH_Y float2( 0.500 , 0.004 ) //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( 0.8835, 0.956 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock #define DII_Y float2( 0.500 , 0.004 ) //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. //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 -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( 0.923 , 0.9155 , 0.500 , 0.055 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.925 , 0.950 , 0.867 , 0.245 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.924 , 0.928 , 0.921 , 0.916 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 30.0, 0.0, 18.0, 30.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.867, 0.216 , 0.924 , 0.928 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.921 , 0.916 , 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( 18.0, 30.0, 1000.0, 1000.0) //Tresh Hold for Color C & D and Color //Block Two #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 0.400 // De-Artifact Only works on some View Modes and causes performance degredation //#define DB_Y -0.5 // 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 -0.375 // 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 //#define ASA 0 //Smooth Mode //#define DL_X 0.750 //SM Tune Limit #define DM_X 8 //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 PEW 1 #define DSW 1 #define NFM 1 #elif (App == 0x6D5CDC97 ) //G-String #define DA_Y 7.5 #define DA_X 0.030//0.040 #define DF_Y 0.025 #define DB_Z 0.045 #define DS_Y 2 // Linerzation Offset Effects only distance if true #define WSM 6 // Weapon Setting Mode #define DB_W 10 #define DE_X 5 #define DE_Y 0.75 #define DE_Z 0.375 #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(0.5,0.25,0.125)// Fix enables if Value is > 0.0 #define DI_W float3(0.75,1.5,2.0) // Like Shift Boundary DG_W But 0 to inf //Simple Menu Detection #define SMD 1 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 #define DW_X float4( 0.500, 0.836 , 0.500 , 0.056) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.422 , 0.264 ) //Pos C = XY #define DW_Z float4( 0.0, 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 DF_X float2(0.125,0.000) #define WND 0.5 //Weapon Near Pushes depth in and adjust perspective to match. //#define DJ_W 0.175 // Weapon Depth Limit Location 1 //#define DS_W 0.75 // Weapon Depth Limit Location 2 #define WFB 0.5 // ZPD Weapon Elevaton for 1 and 2 scales from [0 - 1] #define BMT 1 #define DF_Z 0.100 //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.925 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 5 //HQ Tune //#define HQT 1 //HQ Trigger //#define DM_Y 3 //HQ VRS #define PEW 1 #define DSW 1 #elif (App == 0x7769D58B ) //Lazaret //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.0175 // ZPD //#define DF_Y 0.0125 // Seperation #define DA_Y 375 // Near Plane Adjustment //#define DA_Z -0.175 // 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 0.875 // 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 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(0.75,0.5)// Fix enables if Value is > 0.0 #define DI_W float2(0.5,1.25) // 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 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 1.0 //Weapon Near Pushes depth in and adjust perspective to match. #define DG_Z 0.025 // 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 0.025 // Trim #define DF_W float4(0.0001,0.000,0.0,0.0025) // Edge & Scale //#define DAA_W 2 //Warp/Halo Masking Type //#define EDU 1 //Elevate Detectors Up effects ZPD //Stencil UI & Detection #define SUI 1 //Off 0 | 1 Stencil One | 2 Stencil Two | 3 Stencil Three | 4 Stencil Four | 5 Stencil Five #define SSA 1 //Off 0 | 1 Square | 2 Circle //#define SNA 1 //Off 0 | 1 Trigger on Aim #define DDD_X float4( 0.345, 0.797 , 0.931 , 0.962 ) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.655 , 0.797 , 0.5 , 0.5) //Pos C = XY Any & UI Postion #define DDD_Z float4( 30.0, 4.0, 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( 0.317, 0.127, 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. //Simple Menu Detection #define SMD 4 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 #define DW_X float4( 0.500, 0.084 , 0.403 , 0.023) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.500 , 0.097 ) //Pos C = XY #define DW_Z float4( 3.0, 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 DT_X float4( 0.500, 0.084 , 0.487 , 0.023) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.500 , 0.097 ) //Pos C = XY #define DW_W float4( 3.0, 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 DAA_X float4( 0.500, 0.084 , 0.590 , 0.023) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.500 , 0.097 ) //Pos C = XY #define DAA_Z float4( 3.0, 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( 0.175, 0.144 , 0.50 , 0.100) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.675 , 0.864 ) //Pos C = XY #define DBB_Z float4( 3.0, 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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.25 // Set the Balance #define DL_Y 0.500 // De-Artifact Only works on some View Modes and causes performance degredation //#define DB_Y -0.5 // 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 -0.375 // 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 //#define ASA 0 //Smooth Mode //#define DL_X 0.750 //SM Tune Limit //#define DM_X 8 //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 PEW 1 #define DSW 1 #define NFM 1 #elif (App == 0xBB2E4EFB ) //MassEffect LE //#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 0.0125 // Seperation #define DA_Y 37.5 // Near Plane Adjustment //#define DA_Z -0.175 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 3 // ZPD Boundary #define DE_Y 0.625 // Set ZPD Boundary Level Zero #define DE_Z 0.425 // 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(0.5,0.3,0.2,0.1)// Fix enables if Value is > 0.0 #define DI_W float4(0.375,1.0,1.5,6.25) // 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 1.0 //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 2 //Warp/Halo Masking Type //Simple Menu Detection #define SMD 4 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 //SDR Pick up Menus #define DW_X float4( 0.3915, 0.790 , 0.328 , 0.769) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.677 , 0.080 ) //Pos C = XY #define DW_Z float4( 27.0, 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. //HDR #define DT_X float4( 0.3915, 0.790 , 0.328 , 0.769) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.677 , 0.080 ) //Pos C = XY #define DW_W float4( 93.0, 0.0, 33.0, 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. //SDR Puzzle #define DAA_X float4( 0.325, 0.500 , 0.495 , 0.481) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.499 , 0.477 ) //Pos C = XY #define DAA_Z float4( 18.0, 1.0, 22.0, 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. //HDR #define DBB_X float4( 0.325, 0.500 , 0.495 , 0.481) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.499 , 0.477 ) //Pos C = XY #define DBB_Z float4( 32.0, 0.0, 45.0, 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( 0.8835, 0.956 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock #define DHH_Y float2( 0.500 , 0.004 ) //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( 0.8835, 0.956 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock #define DII_Y float2( 0.500 , 0.004 ) //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 0.5 // Set the Balance #define DL_Y 0.30 // 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 0.250 // 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 1 //Foveated Rendring mode Toggle //Smooth Mode #define DL_X 0.875 //SM Tune Limit #define DM_X 7 //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 PEW 1 #define DSW 1 #define FOV 1 #elif (App == 0xBB2E50AE ) //MassEffect 2 #define DA_X 0.050 #define DF_Y 0.0375 #define DA_Y 12.5 #define DE_X 1 #define DE_Y 0.475 #define DE_Z 0.400 //#define DG_W 0.100 //Pop #define OIF 0.20 //Fix enables if Value is > 0.0 #define DI_W 1.25 //Adjustment for REF #define BMT 1 #define DF_Z 0.1375 #define SMS 1 //SM Toggle Separation #define DL_X 0.800 //SM Tune //#define DL_W 0.025 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 4 //HQ Smooth #define PEW 1 #define DSW 1 #define FOV 1 #elif (App == 0xBB2E5261 ) //MassEffect 3 #define DA_X 0.050 #define DF_Y 0.0375 #define DA_Y 13.0 #define DE_X 1 #define DE_Y 0.500 #define DE_Z 0.375 //#define DG_W 0.100 //Pop #define OIF 0.20 //Fix enables if Value is > 0.0 #define DI_W 1.25 //Adjustment for REF #define BMT 1 #define DF_Z 0.1375 #define SMS 1 //SM Toggle Separation #define DL_X 0.75 //SM Tune //#define DL_W 0.025 //SM Perspective #define DM_X 3 //HQ Tune #define DM_Z 4 //HQ Smooth #define PEW 1 #define DSW 1 #define FOV 1 #elif (App == 0xADE7073D ) //Pacific Drive //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.01 // ZPD //#define DF_Y 0.0125 // Seperation #define DA_Y 60 // Near Plane Adjustment //#define DA_Z -0.175 // Linerzation Offset // #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.01 // Auto Depth Protection #define DE_X 4 // 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 0.5 // 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 float3(0.5,0.375,0.25)// Fix enables if Value is > 0.0 #define DI_W float3(1.0,1.5,2.0) // 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 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 1.0 //Weapon Near Pushes depth in and adjust perspective to match. //#define DG_Z 0.075 // 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 0.050 // Trim #define DF_W float4(0.0001,0.000,0.0,0.005) // Edge & Scale //#define DAA_W 2 //Warp/Halo Masking Type //#define EDU 1 //Elevate Detectors Up effects ZPD //Simple Menu Detection #define SMD 3 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 #define DW_X float4( 0.278, 0.312 , 0.500 , 0.764) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.721 , 0.312 ) //Pos C = XY #define DW_Z float4( 27.0, 27.0, 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 DT_X float4( 0.054, 0.118 , 0.500 , 0.077) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.946 , 0.118 ) //Pos C = XY #define DW_W float4( 27.0, 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 DAA_X float4( 0.350, 0.343 , 0.500 , 0.732) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.650 , 0.343 ) //Pos C = XY #define DAA_Z float4( 27.0, 27.0, 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( 0.8835, 0.956 , 0.595 , 0.746) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.500 , 0.004 ) //Pos C = XY #define DBB_Z float4( 1000.0, 1.0, 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( 0.8835, 0.956 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock #define DHH_Y float2( 0.500 , 0.004 ) //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( 0.8835, 0.956 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock #define DII_Y float2( 0.500 , 0.004 ) //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 0.25 // Set the Balance #define DL_Y 0.25 // De-Artifact Only works on some View Modes and causes performance degredation //#define DB_Y -0.5 // 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 -0.375 // Compat Power //#define DJ_X 0.250 // Range Smoothing #define WSM 6 // Weapon Setting Mode #define DB_W 11 // 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(0.375,0) // 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 //#define ASA 0 //Smooth Mode //#define DL_X 0.750 //SM Tune Limit //#define DM_X 8 //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 == 0x2BAF6411 ) //Sons of the Forest #define DA_W 1 #define DB_X 1 #define DA_X 0.05 #define DF_Y 0.0 #define DA_Y 50.0 #define DA_Z 0.000125 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.425 //#define AFD 1 #define DG_W 0.500 //Neg PoP #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.550,0.3) //Fix enables if Value is > 0.0 #define DI_W float2(1.0,2.5) #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 1.0 //ZPD Weapon Boundary Alt Adjust power for CWH #define WND 1.0 //Weapon Near Pushes depth in and adjust perspective to match. //#define FTM 1 #define DG_Z 0.025 //Min #define DE_W 0.250 //Auto #define DI_Z 0.060 //Trim #define DF_W float4(0.001,0.0075,0.0,0.05) //Edge & Scale #define BMT 1 #define DF_Z 0.500 #define DL_Y 0.125 //De-Artifact //#define DL_Z 0.500 //Compat Power //#define WSM 2 //Weapon Settings Mode //#define DB_W 11 //#define DF_X float2(0.075,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 //#define FMM 1 //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 FOV 1 #define NCW 1 #elif (App == 0x6A0D70F6 ) //Fossil Fuel 2 //#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 0.0500 // Seperation #define DA_Y 500.0 // Near Plane Adjustment //#define DA_Z -0.175 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection //#define DE_X 4 // ZPD Boundary //#define DE_Y 0.70 // 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 0.5 // 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(0.6,0.50,0.375)// Fix enables if Value is > 0.0 //#define DI_W float3(0.375,0.5,1.0) // 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 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 0.5 //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 0.1250 // Auto #define DI_Z 0.125 // Trim #define DF_W float4(0.0001,0.001,0.0,0.1) // Edge & Scale //#define DAA_W 2 //Warp/Halo Masking Type //#define EDU 1 //Elevate Detectors Up effects ZPD //Simple Menu Detection #define SMD 5 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 #define DW_X float4( 0.531, 0.244 , 0.417 , 0.388) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.500 , 0.543 ) //Pos C = XY #define DW_Z float4( 12.0, 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( 0.125, 0.057 , 0.814 , 0.957) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.875, 0.057 ) //Pos C = XY #define DW_W float4( 30.0,30.0, 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( 0.125, 0.057 , 0.814 , 0.960) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.875, 0.057 ) //Pos C = XY #define DAA_Z float4( 30.0,30.0, 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( 0.193 , 0.061 , 0.984 , 0.896) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.978 , 0.061 ) //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( 0.193 , 0.061 , 0.190 , 0.067) //Pos A = XY Any & B = ZW Lock #define DHH_Y float2( 0.978 , 0.061 ) //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( 0.8835, 0.956 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock #define DII_Y float2( 0.500 , 0.004 ) //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 0.15 // Set the Balance #define DL_Y 0.125 // De-Artifact Only works on some View Modes and causes performance degredation //#define DB_Y -0.5 // 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 -0.375 // Compat Power //#define DJ_X 0.250 // Range Smoothing //#define WSM 6 // Weapon Setting Mode //#define DB_W 12 // 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(-0.25,1.0) // ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0.1 // Weapon Depth Limit Location 1 //#define DS_W 2.5 // 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 //Smooth Mode //#define DL_X 0.750 //SM Tune Limit //#define DM_X 8 //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 == 0xB5E96409 ) //X4 //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.010 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 125.0 // Near Plane Adjustment //#define DA_Z -1.0 // Linerzation Offset #define DS_Y 5 // Linerzation Offset Effects only distance if true #define DB_Z 0.0 // Auto Depth Protection #define DE_X 1 // 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 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(0.6,0.5,0.375)// Fix enables if Value is > 0.0 #define DI_W float3(0.5,1.0,1.5) // 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 0.5 //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(0.0001,0,0.5,0) // Edge & Scale #define DAA_W 2 //Warp/Halo Masking Type //#define EDU 0 //Elevate Detectors Up effects ZPD #define MDD 3 //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( 0.019 , 0.032 , 0.489 , 0.029) //Pos A = XY Any & B = ZW Lock #define DN_Y float4( 0.561 , 0.030 , 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( 0.215, 0.0 , 0.0, 0.0 ) //Size = Menu [ABC] D E F #define DJ_Y float4( 30.0, 30.0, 15.0, 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 //Stencil UI & Detection #define SUI 3 //Off 0 | 1 Stencil One | 2 Stencil Two | 3 Stencil Three | 4 Stencil Four | 5 Stencil Five #define SSA 1 //Off 0 | 1 Square | 2 Circle //#define SNA 1 //Off 0 | 1 Trigger on Aim #define DDD_X float4( 0.6045, 0.460 , 0.6045, 0.455) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.500 , 0.450 , 0.5 , 0.5005) //Pos C = XY Any & UI Postion #define DDD_Z float4( 6.0, 30.0, 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 DDD_W float4( 0.389, 0.445, 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 SSB 1 //Off 0 | 1 Square | 2 Circle //#define SNB 1 //Off 0 | 1 Trigger on Aim #define DEE_X float4( 0.364 , 0.711 , 0.364 , 0.706) //Pos A = XY Any & B = ZW Lock #define DEE_Y float4( 0.250 , 0.701 , 0.2495, 0.751) //Pos C = XY Any & UI Postion #define DEE_Z float4( 6.0, 30.0, 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 DEE_W float4( 0.379, 0.445, 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( 0.019 , 0.032 , 0.561 , 0.030) //Pos A = XY Any & B = ZW Lock #define DFF_Y float4( 0.439 , 0.030 , 0.500 , 0.247) //Pos C = XY Any & UI Postion #define DFF_Z float4( 30.0, 30.0, 15.0, 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( 0.000, 0.250, 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. //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 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 //Main menu and Settings #define DO_X float4( 0.6675, 0.114 , 0.446 , 0.024 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.5545, 0.037 , 0.320 , 0.120 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.446 , 0.024 , 0.561 , 0.030 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 29.0, 15.0, 28.0, 15.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.019 , 0.032 , 0.4675, 0.027 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.561 , 0.030 , 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( 30.0, 15.0, 1000.0, 1000.0) //Tresh Hold for Color C & D and Color //Block Two #define DQ_X float4( 0.019 , 0.032 , 0.514 , 0.028 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.561 , 0.030 , 0.015 , 0.095 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.530 , 0.028 , 0.561 , 0.030 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 30.0, 15.0, 30.0, 15.0) //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 #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.625 // 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 -0.50 // 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 #elif (App == 0xF7F81EAA ) // Prince of Persia: The Lost Crown //#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 0.00 // Seperation #define DA_Y 1000.0 // Near Plane Adjustment //#define DA_Z -1.0 // Linerzation Offset //#define DS_Y 5 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.750 // 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 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(0.625,0.5,0.25,0.05)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.0,2.5,12.5) // 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 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 0.100 // 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(0.0001,0,0.5,0) // Edge & Scale //#define DAA_W 2 //Warp/Halo Masking Type //#define EDU 0 //Elevate Detectors Up effects ZPD //Lock Out Menu Detectors #define LMD 1 //Off 0 | 1 #define ISD 1 //Off 0 | 1 //Include Stencils #define DCC_X float4( 0.078 , 0.059 , 0.190 , 0.063) //Pos A = XY Any & B = ZW Lock #define DCC_Y float2( 0.025 , 0.060 ) //Pos C = XY #define DCC_Z float4( 13.0, 1.0, 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. //Stencil UI & Detection #define SUI 4 //Off 0 | 1 Stencil One | 2 Stencil Two | 3 Stencil Three | 4 Stencil Four | 5 Stencil Five #define SSA 1 //Off 0 | 1 Square | 2 Circle //#define SNA 1 //Off 0 | 1 Trigger on Aim #define DDD_X float4( 0.445 , 0.960 , 0.750 , 0.750) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.850 , 0.969 , 0.5 , 0.841) //Pos C = XY Any & UI Postion #define DDD_Z float4( 25.0, 0.0, 30.0, 12.0) //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( 0.275, 0.396, 1.0, 0.45) //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( 0.445 , 0.960 , 0.750 , 0.750) //Pos A = XY Any & B = ZW Lock #define DEE_Y float4( 0.850 , 0.969 , 0.315 , 0.741) //Pos C = XY Any & UI Postion #define DEE_Z float4( 25.0, 0.0, 30.0, 12.0) //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( 0.435, 0.466, 1.0, 0.45) //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( 0.555 , 0.960 , 0.250 , 0.750) //Pos A = XY Any & B = ZW Lock #define DFF_Y float4( 0.850 , 0.969 , 0.5 , 0.841) //Pos C = XY Any & UI Postion #define DFF_Z float4( 25.0, 0.0, 30.0, 12.0) //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( 0.275, 0.396, 1.0, 0.45) //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( 0.555 , 0.960 , 0.250 , 0.750) //Pos A = XY Any & B = ZW Lock #define DGG_Y float4( 0.850 , 0.969 , 0.680 , 0.741) //Pos C = XY Any & UI Postion #define DGG_Z float4( 25.0, 0.0, 30.0, 12.0) //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( 0.435, 0.466, 1.0, 0.45) //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. //Multi Menu Detection //4 Blocks total and 2 sub blocks per one block. #define MMD 4 //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 //KeyBoard Settings #define DO_X float4( 0.127 , 0.962 , 0.868 , 0.998 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.126 , 0.207 , 0.127 , 0.962 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.824 , 0.001 , 0.126 , 0.207 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 24.0, 10.0, 24.0, 10.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.127 , 0.208 , 0.036 , 0.875 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.333 , 0.245 , 0.127 , 0.208 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.038 , 0.305 , 0.333 , 0.245 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 10.0, 18.0, 10.0, 18.0) //Tresh Hold for Color C & D and Color //More Keboard Settings #define DQ_X float4( 0.127 , 0.208 , 0.036 , 0.875 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.333 , 0.250 , 0.127 , 0.208 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.038 , 0.305 , 0.333 , 0.250 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 10.0, 18.0, 10.0, 18.0) //Tresh Hold for Color A1 & A3 and Color #define DR_X float4( 0.176 , 0.848 , 0.861 , 0.997 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.127 , 0.962 , 0.176 , 0.848 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.078 , 0.981 , 0.127 , 0.962 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 30.0, 24.0, 30.0, 24.0) //Tresh Hold for Color G & H and Color //Display #define DU_X float4( 0.040 , 0.955 , 0.020 , 0.838 ) //Pos I1 = XY Color & I2 = ZW Black #define DU_Y float4( 0.4975, 0.0875, 0.040 , 0.955 ) //Pos I3 = XY Color & J1 = ZW Color #define DU_Z float4( 0.023 , 0.255 , 0.4975, 0.0875 ) //Pos J2 = XY Black & J3 = ZW Color #define DU_W float4( 24.0, 30.0, 24.0, 30.0) //Tresh Hold for Color I & J and Color #define DV_X float4( 0.040 , 0.955 , 0.020 , 0.838 ) //Pos K1 = XY Color & K2 = ZW Black #define DV_Y float4( 0.502 , 0.090 , 0.040 , 0.955 ) //Pos K3 = XY Color & L1 = ZW Color #define DV_Z float4( 0.023 , 0.255 , 0.502 , 0.090 ) //Pos L2 = XY Black & L3 = ZW Color #define DV_W float4( 24.0, 30.0, 24.0, 30.0) //Tresh Hold for Color K & L and Color //Sound KeyBoard and Controller #define DX_X float4( 0.128 , 0.224 , 0.853 , 0.999 ) //Pos M1 = XY Color & M2 = ZW Black #define DX_Y float4( 0.974 , 0.957 , 0.035 , 0.955 ) //Pos M3 = XY Color & N1 = ZW Color #define DX_Z float4( 0.853 , 0.999 , 0.549 , 0.038 ) //Pos N2 = XY Black & N3 = ZW Color #define DX_W float4( 27.0, 30.0, 30.0, 1000.0) //Tresh Hold for Color M & N and Color //Display Controller #define DY_X float4( 0.478 , 0.038 , 0.020 , 0.838 ) //Pos O1 = XY Color & O2 = ZW Black #define DY_Y float4( 0.035 , 0.953 , 0.478 , 0.038 ) //Pos O3 = XY Color & P1 = ZW Color #define DY_Z float4( 0.023 , 0.255 , 0.035 , 0.953 ) //Pos P2 = XY Black & P3 = ZW Color #define DY_W float4( 13.0, 30.0, 13.0, 30.0) //Tresh Hold for Color O & P and Color //Simple Menu Detection #define SMD 6 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 #define DW_X float4( 0.037 , 0.955 , 0.852 , 0.999) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.549 , 0.731 ) //Pos C = XY #define DW_Z float4( 10.0, 0.0, 23.0, 19.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z. //Lore Controler #define DT_X float4( 0.132 , 0.204 , 0.002 , 0.955) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.035 , 0.955 ) //Pos C = XY #define DW_W float4( 30.0, 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. //System Controller #define DAA_X float4( 0.176 , 0.849 , 0.035 , 0.987) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.880 , 0.955 ) //Pos C = XY #define DAA_Z float4( 30.0, 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. //Game Play Controls ext Controler #define DBB_X float4( 0.035, 0.955 , 0.500 , 0.970) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.880 , 0.955 ) //Pos C = XY #define DBB_Z float4( 30.0, 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. #define DHH_X float4( 0.200 , 0.543 , 0.500 , 0.300) //Pos A = XY Any & B = ZW Lock #define DHH_Y float2( 0.500 , 0.185 ) //Pos C = XY #define DHH_Z float4( 29.0, 0.0, 9.0, 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 , 0.185 , 0.500 , 0.300) //Pos A = XY Any & B = ZW Lock #define DII_Y float2( 0.850 , 0.543 ) //Pos C = XY #define DII_Z float4( 9.0, 0.0, 29.0, 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 0.15 // 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 -0.50 // 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 #elif (App == 0x9EC5A0DB ) //The Thaumaturge #define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation #define ALM 1 // Use Alt linearization //#define DB_X 1 // Flip #define DA_X 0.035 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 50.0 // Near Plane Adjustment //#define DA_Z -1.0 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection #define DE_X 3 // ZPD Boundary #define DE_Y 0.6 // 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(0.45,0.25,0.175,0.0625)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,2.5,5.5,12.5) // 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 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 0.025 // 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 0.125 // Trim #define DF_W float4(0.0001,0,0.0,0.025) // Edge & Scale #define DAA_W 2 //Warp/Halo Masking Type //#define EDU 0 //Elevate Detectors Up effects ZPD #define TMD 1 //Lock Out Menu Detectors for Lock Out Specialized Depth Trigger #define SDT 2 //Specialized Depth Trigger #define DG_X 0.0 #define DG_Y -0.240 #define LDT 1 //Off 0 | 1 #define DKK_X float4( 0.025 , 0.049 , 0.931 , 0.801) //Pos A = XY Any & B = ZW Lock #define DKK_Y float2( 0.929 , 0.811 ) //Pos C = XY #define DKK_Z float4( 24.0, 0.0, 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. //Letter Box Correction Offsets With X & Y //#define LBC 1 //Letter Box Correction //#define LBS 1 //Letter Box Sensitvity //#define LBR 3 //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 -0.235//Pos offset Y //Lock Out Menu Detectors #define LMD 1 //Off 0 | 1 #define ISD 0 //Off 0 | 1 //Include Stencils #define DCC_X float4( 0.025 , 0.049 , 0.931 , 0.801) //Pos A = XY Any & B = ZW Lock #define DCC_Y float2( 0.929 , 0.811 ) //Pos C = XY #define DCC_Z float4( 24.0, 0.0, 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. //Simple Menu Detection #define SMD 4 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 //Action Queue #define DW_X float4( 0.3375, 0.237 , 0.340 , 0.745) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.691 , 0.528 ) //Pos C = XY #define DW_Z float4( 14.0, 1.0, 22.0, 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. //Observation Prayer Beads #define DT_X float4( 0.381 , 0.340 , 0.443 , 0.775) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.406 , 0.626 ) //Pos C = XY #define DW_W float4( 21.0, 0.0, 21.0, 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. //Conclusion #define DAA_X float4( 0.380 , 0.384 , 0.500 , 0.776) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.382 , 0.413 ) //Pos C = XY #define DAA_Z float4( 21.0, 0.0, 1.0, 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. //Observation Prayer Book #define DBB_X float4( 0.379 , 0.315 , 0.443 , 0.774) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.405 , 0.650 ) //Pos C = XY #define DBB_Z float4( 21.0, 0.0, 21.0, 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. //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 //Options KB & Controller #define DO_X float4( 0.076 , 0.912 , 0.090 , 0.898 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.369 , 0.898 , 0.2775, 0.083 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.090 , 0.898 , 0.270 , 0.083 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 26.0, 0.0, 26.0, 3.0) //Tresh Hold for Color A & B and Color //Letter 1 & 2 #define DP_X float4( 0.328 , 0.474 , 0.500 , 0.748 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.285 , 0.700 , 0.461 , 0.510 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.722 , 0.295 , 0.673 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 25.0, 1.0, 25.0, 1.0) //Tresh Hold for Color C & D and Color //Letter 3 & 4 #define DQ_X float4( 0.381 , 0.491 , 0.500 , 0.701 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.292 , 0.659 , 0.31 , 0.500 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.500 , 0.665 , 0.297 , 0.617 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 25.0, 1.0, 25.0, 1.0) //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 5 //Off 0 | 1 Stencil One | 2 Stencil Two | 3 Stencil Three | 4 Stencil Four | 5 Stencil Five #define SSA 1 //Off 0 | 1 Square | 2 Circle //#define SNA 1 //Off 0 | 1 Trigger on Aim #define DDD_X float4( 0.550 , 0.728 , 0.346 , 0.775) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.338 , 0.201 , 0.5 , 0.5) //Pos C = XY Any & UI Postion #define DDD_Z float4( 0.0, 1.0, 14.0, 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( 0.329, 0.199, 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 SSB 1 //Off 0 | 1 Square | 2 Circle //#define SNB 1 //Off 0 | 1 Trigger on Aim #define DEE_X float4( 0.228 , 0.088 , 0.238 , 0.117) //Pos A = XY Any & B = ZW Lock #define DEE_Y float4( 0.500 , 0.850 , 0.5 , 0.5) //Pos C = XY Any & UI Postion #define DEE_Z float4( 13.0, 1.0, 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 DEE_W float4( 0.219, 0.085, 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( 0.731 , 0.051 , 0.735 , 0.343) //Pos A = XY Any & B = ZW Lock #define DFF_Y float4( 0.748 , 0.3055 , 0.848 , 0.202) //Pos C = XY Any & UI Postion #define DFF_Z float4( 14.0, 1.0, 26.0, 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( 0.377, 0.348, 1.0, 0.9) //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( 0.025 , 0.049 , 0.931 , 0.801) //Pos A = XY Any & B = ZW Lock #define DGG_Y float4( 0.929 , 0.811 , 0.929 , 0.874) //Pos C = XY Any & UI Postion #define DGG_Z float4( 24.0, 0.0, 19.0, 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( 0.095, 0.0, 0.0, 0.9) //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( 0.748 , 0.424 , 0.9635, 0.427) //Pos A = XY Any & B = ZW Lock #define DGG_Y float4( 0.785 , 0.416 , 0.855 , 0.496) //Pos C = XY Any & UI Postion #define DGG_Z float4( 21.0, 1.0, 6.0, 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( 0.384, 0.414, 1.0, 0.7) //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( 0.037 , 0.390 , 0.04 , 0.634) //Pos A = XY Any & B = ZW Lock #define DJJ_Y float4( 0.037 , 0.408 , 0.124 , 0.517) //Pos C = XY Any & UI Postion #define DJJ_Z float4( 14.0, 1.0, 9.0, 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( 0.407, 0.372, 1.0, 0.9) //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 LBM 1 //Letter Box Masking With size Adust for Top and Bottom and 2 is Left and Right #define DI_X 0.881 #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 0.500 // 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 0.50 // 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 #define ASA 0 #define DAA 1 #define PEW 1 #define DSW 1 #define NFM 1 #elif (App == 0xAE70AA52 ) //Terminator //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define ALM 1 // Use Alt linearization //#define DB_X 1 // Flip #define DA_X 0.025 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 325.0 // Near Plane Adjustment //#define DA_Z -1.0 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 7 // 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(0.625,0.5,0.25 )// Fix enables if Value is > 0.0 #define DI_W float3(0.125,0.750,5.0) // 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 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 0.025 // 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 0.125 // Trim //#define DF_W float4(0.0001,0,0.0,0.025) // Edge & Scale //#define DAA_W 2 //Warp/Halo Masking Type //#define EDU 0 //Elevate Detectors Up effects ZPD //#define TMD 1 //Simple Menu Detection #define SMD 3 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 #define DW_X float4( 0.025 , 0.060 , 0.500 , 0.938) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.97 , 0.060 ) //Pos C = XY #define DW_Z float4( 25.0, 25.0, 25.0, 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( 0.042 , 0.037 , 0.500 , 0.938) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.952 , 0.038 ) //Pos C = XY #define DW_W float4( 25.0, 25.0, 25.0, 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( 0.098 , 0.090 , 0.500 , 0.090) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.500 , 0.8535 ) //Pos C = XY #define DAA_Z float4( 25.0, 25.0, 16.0, 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 4 //Off 0 | 1 Stencil One | 2 Stencil Two | 3 Stencil Three | 4 Stencil Four | 5 Stencil Five #define SSA 1 //Off 0 | 1 Square | 2 Circle //#define SNA 1 //Off 0 | 1 Trigger on Aim #define DDD_X float4( 0.475 , 0.3305, 0.500 , 0.651) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.693 , 0.3305, 0.5 , 0.5) //Pos C = XY Any & UI Postion #define DDD_Z float4( 25.0, 25.0, 25.0, 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( 0.285, 0.277, 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( 0.312 , 0.642 , 0.500 , 0.642) //Pos A = XY Any & B = ZW Lock #define DEE_Y float4( 0.681 , 0.642 , 0.5 , 0.515) //Pos C = XY Any & UI Postion #define DEE_Z float4( 25.0, 25.0, 25.0, 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( 0.300, 0.310, 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 1 //Off 0 | 1 Square | 2 Circle //#define SNC 1 //Off 0 | 1 Trigger on Aim #define DFF_X float4( 0.260 , 0.745 , 0.500 , 0.745) //Pos A = XY Any & B = ZW Lock #define DFF_Y float4( 0.740 , 0.745 , 0.5 , 0.5) //Pos C = XY Any & UI Postion #define DFF_Z float4( 25.0, 25.0, 25.0, 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( 0.245, 0.192, 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 1 //Off 0 | 1 Square | 2 Circle //#define SND 1 //Off 0 | 1 Trigger on Aim #define DGG_X float4( 0.305 , 0.5425 , 0.500 , 0.5425) //Pos A = XY Any & B = ZW Lock #define DGG_Y float4( 0.691 , 0.5425 , 0.5 , 0.5) //Pos C = XY Any & UI Postion #define DGG_Z float4( 25.0, 25.0, 25.0, 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( 0.286, 0.394, 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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.25 // Set the Balance #define DL_Y -1.0 // 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 0.50 // Compat Power //#define DJ_X 0.250 // Range Smoothing #define WSM 6 // Weapon Setting Mode #define DB_W 13 // 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 #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 [ Do Not Use ] //#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 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 DAA 1 #define PEW 1 //#define DSW 1 //#define NFM 1 #elif (App == 0xCDC12A5C ) //The Uncertain: Last Quite Day //#define DS_Z 2 // Set View Mode //#define DA_W 1 // Set Linerzation //#define ALM 1 // Use Alt linearization #define DB_X 1 // Flip #define DA_X 0.025 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 50.0 // Near Plane Adjustment //#define DA_Z -1.0 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.0125 // Auto Depth Protection #define DE_X 3 // ZPD Boundary #define DE_Y 0.625 // 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 -0.500 // 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(0.375,0.225,0.175,0.100)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.75,4.0,6.50) // 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 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 0.025 // 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 0.125 // Trim //#define DF_W float4(0.0001,0,0.0,0.025) // 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 4 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 #define DW_X float4( 0.529 , 0.575 , 0.473 , 0.368) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.50 , 0.925 ) //Pos C = XY #define DW_Z float4( 20.0, 20.0, 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( 0.529 , 0.575 , 0.473 , 0.368) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.500 , 0.935 ) //Pos C = XY #define DW_W float4( 20.0, 20.0, 9.0, 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 , 0.716 , 0.511 , 0.489) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.500 , 0.934 ) //Pos C = XY #define DAA_Z float4( 20.0, 23.0, 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( 0.500 , 0.716 , 0.511 , 0.489) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.500 , 0.934 ) //Pos C = XY #define DBB_Z float4( 20.0, 23.0, 9.0, 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. //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 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 //Block One #define DO_X float4( 0.337 , 0.653 , 0.486 , 0.069 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.337 , 0.898 , 0.337 , 0.653 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.470 , 0.117 , 0.337 , 0.898 ) //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( 0.437 , 0.590 , 0.486 , 0.069 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.563 , 0.754 , 0.437 , 0.590 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.470 , 0.117 , 0.563 , 0.754 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 29.0, 29.0, 29.0, 29.0 ) //Tresh Hold for Color C & D and Color //Block Two #define DQ_X float4( 0.539 , 0.206 , 0.486 , 0.069 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.398 , 0.414 , 0.706 , 0.206 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.470 , 0.117 , 0.398 , 0.414 ) //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( 0.706 , 0.206 , 0.486 , 0.069 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.398 , 0.414 , 0.539 , 0.206 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.470 , 0.117 , 0.398 , 0.414 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 30.0, 30.0, 30.0, 30.0 ) //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 #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.025 // 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 0.50 // Compat Power //#define DJ_X 0.250 // Range Smoothing //#define WSM 6 // Weapon Setting Mode //#define DB_W 13 // 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 //#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 [ Do Not Use ] //#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 7 //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. #elif (App == 0xB8DBB2B0 ) //Lost In Vivo //#define DS_Z 2 // Set View Mode #define DA_W 1 // Set Linerzation //#define ALM 1 // Use Alt linearization #define DB_X 1 // Flip #define DA_X 0.015 // ZPD #define DF_Y 0.0125 // Seperation #define DA_Y 125.0 // Near Plane Adjustment #define DA_Z -0.5 // Linerzation Offset #define DS_Y 3 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 0.600 // 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 2.0 // 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 0.375// Fix enables if Value is > 0.0 #define DI_W 8.75//float4(0.5,1.75,4.0,6.50) // 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 1.25 //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 0.0125 // 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 0.500 // Auto #define DI_Z 0.100 // Trim #define DF_W float4(0.0001,0.001,0.0,0.025) // 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 3 //Off 0 | 1 Basic Text Mode | 2 Normal | 3 Inverse | 4 Mirror #define DZ_X float4( 0.9135 , 0.818 , 0.911 , 0.849) //Pos A = XY Any & B = ZW Lock #define DZ_Y float2( 0.906 , 0.880 ) //Pos C = XY #define DZ_Z float4( 30.0, 30.0, 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( 1.0, 0.835, 0.25, 0.25) //Text Distance from screen, Text Cutoff point, and adjustable XY Masking. */ //Simple Menu Detection #define SMD 2 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 #define DW_X float4( 0.297 , 0.746 , 0.376 , 0.216) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.277 , 0.910 ) //Pos C = XY #define DW_Z float4( 26.0, 5.0, 24.0, 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( 0.275 , 0.668 , 0.376 , 0.216) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.323 , 0.668 ) //Pos C = XY #define DW_W float4( 26.0, 5.0, 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 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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.1875 // 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 -1.0 // Compat Power //#define DJ_X 0.250 // Range Smoothing //#define WSM 6 // Weapon Setting Mode //#define DB_W 13 // 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 //#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 [ Do Not Use ] //#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 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 DAA 1 //#define PEW 1 #define DSW 1 //#define NFM 1 #elif (App == 0xF94ECD05 ) //Nevermind //#define DS_Z 2 // Set View Mode //#define DA_W 1 // Set Linerzation //#define ALM 1 // Use Alt linearization #define DB_X 1 // Flip #define DA_X 0.025 // ZPD //#define DF_Y 0.0125 // Seperation #define DA_Y 100.0 // Near Plane Adjustment //#define DA_Z -1.0 // 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 2.0 // 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(0.5,1.25) // 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 1.25 //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 0.03 // 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 0.125 // Trim //#define DF_W float4(0.0001,0.001,0.0,0.03) // 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 4 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 #define DW_X float4( 0.440 , 0.092 , 0.502 , 0.516) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.560 , 0.284 ) //Pos C = XY #define DW_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 DT_X float4( 0.485 , 0.110 , 0.500 , 0.601) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.515 , 0.290 ) //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( 0.500 , 0.069 , 0.500 , 0.601) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.973 , 0.015 ) //Pos C = XY #define DAA_Z 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 DBB_X float4( 0.500 , 0.069 , 0.500 , 0.400) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.973 , 0.015 ) //Pos C = XY #define DBB_Z 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 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 0.15 // 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 -1.0 // Compat Power //#define DJ_X 0.250 // Range Smoothing //#define WSM 6 // Weapon Setting Mode //#define DB_W 13 // 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 //#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 [ Do Not Use ] //#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 7 //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. #elif (App == 0x58661772 ) //IllWill //#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 0.0125 // Seperation #define DA_Y 250.0 // Near Plane Adjustment //#define DA_Z -1.0 // Linerzation Offset #define DS_Y 5 // Linerzation Offset Effects only distance if true #define DB_Z 0.050 // 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 -0.5 // 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(0.5,1.25) // 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 1.25 //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 2.5 //Weapon Near Pushes depth in and adjust perspective to match. //#define DG_Z 0.03 // 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 0.075 // Trim #define DF_W float4(0.0001,0.001,0.0,0.0) // Edge & Scale //#define DAA_W 2 //Warp/Halo Masking Type //#define EDU 1 //Elevate Detectors Up effects ZPD //#define TMD 1 #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 0.250 // 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 //#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 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. #elif (App == 0x24B355C5 ) //The Tartarus Key //#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 0.0125 // Seperation #define DA_Y 42.5 // Near Plane Adjustment //#define DA_Z -1.0 // Linerzation Offset #define DS_Y 0 // Linerzation Offset Effects only distance if true #define DB_Z 0.050 // 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 -0.5 // 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(0.5,1.25) // 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 1.25 //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 0.03 // 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 0.075 // Trim //#define DF_W float4(0.0001,0.001,0.0,0.0) // 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 5 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 #define DW_X float4( 0.360 , 0.243 , 0.500 , 0.140) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.64 , 0.241 ) //Pos C = XY #define DW_Z float4( 27.0, 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 DT_X float4( 0.208 , 0.240 , 0.500 , 0.176) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.483 , 0.240 ) //Pos C = XY #define DW_W float4( 27.0, 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 DAA_X float4( 0.518 , 0.240 , 0.500 , 0.176) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.793 , 0.240 ) //Pos C = XY #define DAA_Z float4( 27.0, 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( 0.500 , 0.180 , 0.965 , 0.921) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.500 , 0.795 ) //Pos C = XY #define DBB_Z float4( 0.0, 25.0, 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 DHH_X float4( 0.500 , 0.180 , 0.950 , 0.929) //Pos A = XY Any & B = ZW Lock #define DHH_Y float2( 0.500 , 0.795 ) //Pos C = XY #define DHH_Z float4( 0.0, 23.0, 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 DII_X float4( 0.021 , 0.048 , 0.0555, 0.934) //Pos A = XY Any & B = ZW Lock #define DII_Y float2( 0.421 , 0.048 ) //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. //Text Menu Detection #define TMD 2 //Off 0 | 1 Basic Text Mode | 2 Normal | 3 Inverse | 4 Mirror #define DZ_X float4( 0.126 , 0.5015, 0.750 , 0.500) //Pos A = XY Any & B = ZW Lock #define DZ_Y float2( 0.576 , 0.5015 ) //Pos C = XY #define DZ_Z float4( 30.0, 0.0, 30.0, 28.0) //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, 0.875, 0.0, 1.0) //Text Distance from screen, Text Cutoff point, and adjustable XY Masking. //Stencil UI & Detection #define SUI 3 //Off 0 | 1 Stencil One | 2 Stencil Two | 3 Stencil Three | 4 Stencil Four | 5 Stencil Five #define SSA 1 //Off 0 | 1 Square | 2 Circle //#define SNA 1 //Off 0 | 1 Trigger on Aim #define DDD_X float4( 0.126 , 0.5015, 0.750 , 0.500) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.576 , 0.5015 , 0.821 , 0.5) //Pos C = XY Any & UI Postion #define DDD_Z float4( 30.0, 0.0, 30.0, 28.0) //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( 0.345, 0.0, 1.0, 0.375) //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( 0.500 , 0.320 , 0.079 , 0.972) //Pos A = XY Any & B = ZW Lock #define DEE_Y float4( 0.500 , 0.680 , 0.5 , 0.5) //Pos C = XY Any & UI Postion #define DEE_Z float4( 0.0, 28.0, 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 DEE_W float4( 0.345, 0.0, 1.0, 0.4) //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( 0.171 , 0.311 , 0.500 , 0.176) //Pos A = XY Any & B = ZW Lock #define DFF_Y float4( 0.818 , 0.311 , 0.5 , 0.5) //Pos C = XY Any & UI Postion #define DFF_Z float4( 28.0, 0.0, 28.0, 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( 0.165, 0.308, 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 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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.15 // Set the Balance #define DL_Y 0.5 // 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 0.250 // 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 //#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 0.760 #define DD_Y 0.995 #define LBR 1 //Letter Box Reposition #define LBM 1 //Letter Box Masking With size Adust for Top and Bottom and 2 is Left and Right #define DI_X 0.8175 //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 7 //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 == 0x9896B9F5 ) //Old City: Leviathan / Naissancee //#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 0.0125 // Seperation #define DA_Y 82.5 // Near Plane Adjustment #define DA_Z 0.001 // Linerzation Offset #define DS_Y 0 // 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 -0.5 // 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(0.5,2.0,3.0) // 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 1.25 //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 0.03 // 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 0.075 // Trim //#define DF_W float4(0.0001,0.001,0.0,0.0) // Edge & Scale //#define DAA_W 2 //Warp/Halo Masking Type //#define EDU 1 //Elevate Detectors Up effects ZPD //#define TMD 1 //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 DSW 1 #elif (App == 0x87C4D878 ) //Alone In The Dark //#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 50.0 // Near Plane Adjustment //#define DA_Z -1.0 // 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 -0.5 // 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(0.500,0.375,0.25,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.0,2.0,4.0) // 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 1.25 //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 0.03 // 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 0.075 // Trim //#define DF_W float4(0.0001,0.001,0.0,0.0) // Edge & Scale //#define DAA_W 2 //Warp/Halo Masking Type //#define EDU 1 //Elevate Detectors Up effects ZPD //#define TMD 1 //May be problematic //Simple Menu Detection #define SMD 3 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 //Pause Menu & Options English #define DW_X float4( 0.039 , 0.942 , 0.360 , 0.325) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.069 , 0.273 ) //Pos C = XY #define DW_Z float4( 3.0, 0.0, 24.0, 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. //Load Games #define DT_X float4( 0.305 , 0.176 , 0.500 , 0.935) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.039 , 0.942 ) //Pos C = XY #define DW_W float4( 15.0, 0.0, 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. //Save Game #define DAA_X float4( 0.384 , 0.145 , 0.500 , 0.935) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.039 , 0.942 ) //Pos C = XY #define DAA_Z float4( 15.0, 0.0, 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. //Title Screen #define DBB_X float4( 0.063 , 0.270 , 0.250 , 0.125) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.339 , 0.181 ) //Pos C = XY #define DBB_Z float4( 27.0, 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 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. //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 //Objectives & Invesitgation #define DO_X float4( 0.331 , 0.102 , 0.500 , 0.955 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.332 , 0.180 , 0.563 , 0.102 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.500 , 0.955 , 0.332 , 0.180 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 25.0, 1.0, 25.0, 1.0) //Tresh Hold for Color A & B and Color //Lagniappes & Letters #define DP_X float4( 0.792 , 0.102 , 0.500 , 0.955 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.332 , 0.180 , 0.220 , 0.500 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.500 , 0.250 , 0.220 , 0.805 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 25.0, 1.0, 19.0, 19.0) //Tresh Hold for Color C & D and Color //Bible & Load Games #define DQ_X float4( 0.233 , 0.302 , 0.500 , 0.175 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.233 , 0.721 , 0.126 , 0.176 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.600 , 0.234 , 0.603 , 0.3375 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 21.0, 21.0, 12.0, 29.0) //Tresh Hold for Color A1 & A3 and Color //Map & Book #define DR_X float4( 0.069 , 0.280 , 0.275 , 0.500 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.887 , 0.542 , 0.205 , 0.300 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.500 , 0.125 , 0.215 , 0.710 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 28.0, 23.0, 19.0, 19.0) //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 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 -0.375 // 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 //#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 0.875 //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 FOV 1 #elif (App == 0xCE85410E ) //ECHO //#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 250.0 // Near Plane Adjustment //#define DA_Z -1.0 // 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 0.375 // Speed that Boundary is Enforced //#define AFD 1 // Alternate Frame Detection - May be phased out //#define DG_W -0.5 // 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(0.500,0.375,0.25,0.125)// Fix enables if Value is > 0.0 #define DI_W float4(0.25,0.75,1.25,2.5) // 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 1.25 //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 0.03 // 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 0.075 // Trim //#define DF_W float4(0.0001,0.001,0.0,0.0) // Edge & Scale #define DAA_W 2 //Warp/Halo Masking Type //#define EDU 1 //Elevate Detectors Up effects ZPD //#define TMD 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 0.5 // 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 //#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 FOV 1 #elif (App == 0xD01C84FE ) //Paranormal Motel #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 30.0 // Near Plane Adjustment //#define DA_Z -1.0 // Linerzation Offset #define DS_Y 0 // 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 0.25 // 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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.625,0.500,0.375,0.25)// Fix enables if Value is > 0.0 #define DI_W float4(0.375,0.75,1.25,2.5) // 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 1.25 //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 0.03 // 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 0.075 // Trim //#define DF_W float4(0.0001,0.001,0.0,0.0) // Edge & Scale #define DAA_W 2 //Warp/Halo Masking Type //#define EDU 1 //Elevate Detectors Up effects ZPD //#define TMD 1 //#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( 0.125 , 0.0575 , 0.709 , 0.940) //Pos A = XY Any & B = ZW Lock #define DZ_Y float2( 0.875 , 0.0575 ) //Pos C = XY #define DZ_Z float4( 30.0, 30.0, 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, 0.9, 1.0, 1.0) //Text Distance from screen, Text Cutoff point, and adjustable XY Masking. */ #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 0.5 // 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 //#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 FOV 1 #elif (App == 0x139C0F79 ) //Lempo #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 300.0 // Near Plane Adjustment #define DA_Z -10000.000 // Linerzation Offset #define DS_Y 0 // 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 0.25 // 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 if 1 then it's float2(0,0) for OIF and DI_W //#define OIF float4(0.625,0.500,0.375,0.25)// Fix enables if Value is > 0.0 //#define DI_W float4(0.375,0.75,1.25,2.5) // 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 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 3 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 //Controler #define DW_X float4( 0.223 , 0.037 , 0.767 , 0.194) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.776 , 0.037 ) //Pos C = XY #define DW_Z float4( 25.0, 1.0, 25.0, 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( 0.1325 , 0.807 , 0.767 , 0.194) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.331 , 0.809 ) //Pos C = XY #define DW_W float4( 29.0, 1.0, 29.0, 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( 0.3655 , 0.299 , 0.767 , 0.194) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.3345, 0.803 ) //Pos C = XY #define DAA_Z float4( 29.0, 1.0, 29.0, 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( 0.177 , 0.810 , 0.767 , 0.194) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.331 , 0.809 ) //Pos C = XY #define DBB_Z float4( 25.0, 1.0, 29.0, 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( 0.181 , 0.810 , 0.767 , 0.194) //Pos A = XY Any & B = ZW Lock #define DHH_Y float2( 0.3345 , 0.809 ) //Pos C = XY #define DHH_Z float4( 25.0, 1.0, 29.0, 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 0.15 // 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 //#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 FOV 1 #elif (App == 0x91C1C0C5 ) //Dragons Dogma 2 //#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 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 0.025 // 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 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(0.625,0.500)// Fix enables if Value is > 0.0 #define DI_W float2(0.75,1.25) // 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 1 //Off 0 | 1 Stencil One | 2 Stencil Two | 3 Stencil Three | 4 Stencil Four | 5 Stencil Five //English Bottom Bar CC #define SSA 1 //Off 0 | 1 Square | 2 Circle //#define SNA 1 //Off 0 | 1 Trigger on Aim #define DDD_X float4( 0.689 , 0.925 , 0.05 , 0.931) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.930 , 0.155 , 0.5 , 0.93) //Pos C = XY Any & UI Postion #define DDD_Z float4( 24.0, 1.0, 24.0, 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, 0.480, 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 //#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 BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.25 // Set the Balance #define DL_Y 0.75 // 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 #define ASA 0 //#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 == 0xAA290A68 ) //REVEIL //#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 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 0.750 // 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(0.50,0.375,0.2,0.1)// 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 0.15 // 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 #define ASA 0 //#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 == 0xAA9F08A5 || App == 0x47074A21 || App == 0xCEA3D675 ) //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 //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 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 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. #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. //Stencil UI & Detection #define SUI 6 #define SSA 1 //Off 0 | 1 Square | 2 Circle //#define SNA 1 //Off 0 | 1 Trigger on Aim #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 1 //Off 0 | 1 Square | 2 Circle //#define SNB 1 //Off 0 | 1 Trigger on Aim #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 0.85 //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 1350.0 // 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 #elif (App == 0x346188A6 ) //Perish //#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 87.5 // Near Plane Adjustment //#define DA_Z .000 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 0.750 // 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 1.0 // 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 1.25 //Weapon Near Pushes depth in and adjust perspective to match. #define DG_Z 0.03 // 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 0.050 // Trim #define DF_W float4(0.0001,0.001,0.0,0.030) // Edge & Scale //#define DAA_W 2 //Warp/Halo Masking Type //#define EDU 1 //Elevate Detectors Up effects ZPD //#define TMD 1 #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 0.625 // 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 #elif (App == 0x1EA2CCF3 ) //The Chant //#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 375.0 // Near Plane Adjustment //#define DA_Z .000 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.05 // 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 1.0 // 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(0.500,0.375,0.25)// Fix enables if Value is > 0.0 #define DI_W float3(0.5,1.25,2.5) // 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 0.03 // 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 0.050 // Trim //#define DF_W float4(0.0001,0.001,0.0,0.030) // Edge & Scale #define DAA_W 2 //Warp/Halo Masking Type //#define EDU 1 //Elevate Detectors Up effects ZPD //#define TMD 1 #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.15 // 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 0.500 // 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 -0.0625 // 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 0.85 //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 DAA 1 #define PEW 1 //#define DSW 1 //#define NFM 1 #elif (App == 0x970D87BD ) //The Voidness //#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 325.0 // Near Plane Adjustment //#define DA_Z .000 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.020 // Auto Depth Protection #define DE_X 5 // ZPD Boundary #define DE_Y 0.625 // 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 0.5 // 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(0.500,0.375,0.25)// Fix enables if Value is > 0.0 #define DI_W float3(1.0,2.0,3.0) // 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 0.03 // 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 0.050 // Trim //#define DF_W float4(0.0001,0.001,0.0,0.030) // Edge & Scale //#define DAA_W 2 //Warp/Halo Masking Type //#define EDU 1 //Elevate Detectors Up effects ZPD //#define TMD 1 #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.15 // 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 0.50 // 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 == 0x4D177616) //Immortals of Aveum Demo //#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 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 0.025 // 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 2.5 // 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(0.500,0.375,0.25)// Fix enables if Value is > 0.0 //#define DI_W float3(1.0,2.0,3.0) // 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 4.0 //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 0.050 // 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 0.050 // Trim #define DF_W float4(0.0001,0.0,0.0,0.025)// 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( 0.325 , 0.083 , 0.222 , 0.274) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.220 , 0.038 ) //Pos C = XY #define DW_Z float4( 29.0, 0.0, 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. #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 , 0.010 ) //Pos C = XY #define DW_W float4( 1000.0, 1000.0, 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. #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 0.125 // 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 0.925 //SM Tune Limit //#define DL_W 0.5 //SM Perspective Limit - Do Not use any more #define DM_X 4 //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 == 0x599f4CAF) //The Convenience Store Yakin Jiken //#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 250.0 // 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 0.625 // 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 0.5 // Fix enables if Value is > 0.0 //#define DI_W 0.5 // Like Shift Boundary DG_W But 0 to inf #define CWH 4 //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 0.420 // 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 0.250 // Trim //#define DF_W float4(0.0001,0.0,0.0,0.025)// Edge & Scale //#define DAA_W 2 //Warp/Halo Masking Type //#define EDU 1 //Elevate Detectors Up effects ZPD //#define TMD 1 #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.15 // 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 0.4 // De-Artifact Only works on some View Modes and causes performance degredation #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 //#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 0.875 //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 == 0xF8ADB256) //Fortress Of Varnolis //#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 6250.0 // 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 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 0.25 // 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(0.5,0.375,0.250) // Fix enables if Value is > 0.0 #define DI_W float3(0.5,1.25,2.5) // Like Shift Boundary DG_W But 0 to inf //#define CWH 4 //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 2.0 //Weapon Near Pushes depth in and adjust perspective to match. //#define DG_Z 0.420 // 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 0.250 // Trim //#define DF_W float4(0.0001,0.0,0.0,0.025)// Edge & Scale //#define DAA_W 2 //Warp/Halo Masking Type //#define EDU 1 //Elevate Detectors Up effects ZPD //#define TMD 1 #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.15 // 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 0.375 // De-Artifact Only works on some View Modes and causes performance degredation #define DL_Z -0.375 // 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 0.900 //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 == 0x267579EB ) //Helldivers 2 //#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 0.00 // Seperation #define DA_Y 55.0//70.0 // Near Plane Adjustment //#define DA_Z -0.0001 // Linerzation Offset #define DS_Y 3 // Linerzation Offset Effects only distance if true #define DB_Z 0.025 // Auto Depth Protection #define DE_X 2 // ZPD Boundary #define DE_Y 0.650 // 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 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(0.5,0.375,0.25,0.09)// Fix enables if Value is > 0.0 #define DI_W float4(0.5,1.0,2.5,3.75) // 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 1.0 //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 2 //Warp/Halo Masking Type //0.175,0.134 30 //0.043 0.859 19 //0.282 0.102 28 //Lock Out Menu Detectors #define LMD 1 //Off 0 | 1 #define ISD 1 //Off 0 | 1 //Include Stencils #define DCC_X float4( 0.042 , 0.041 , 0.965 , 0.106) //Pos A = XY Any & B = ZW Lock #define DCC_Y float2( 0.032 , 0.970 ) //Pos C = XY #define DCC_Z float4( 30.0, 8.0, 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. //Simple Menu Detection #define SMD 1 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6 //Stats menu #define DW_X float4( 0.0425, 0.0905 , 0.50 , 0.975) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.032 , 0.970 ) //Pos C = XY #define DW_Z float4( 30.0, 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 DW_X float4( 0.171 , 0.134 , 0.025 , 0.970) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.104 , 0.884 ) //Pos C = XY #define DW_Z float4( 30.0, 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( 0.171 , 0.134 , 0.025 , 0.970) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.055 , 0.388 ) //Pos C = XY #define DW_W float4( 30.0, 28.0, 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. */ //Stencil UI & Detection #define SUI 3 //Off 0 | 1 Stencil One | 2 Stencil Two | 3 Stencil Three| 4 Stencil Four #define SSA 1 //Off 0 | 1 Square | 2 Circle //#define SNA 1 //Off 0 | 1 Trigger on Aim #define DDD_X float4( 0.500 , 0.421 , 0.32305 , 0.418) //Pos A = XY Any & B = ZW Lock #define DDD_Y float4( 0.595 , 0.560 , 0.5 , 0.5) //Pos C = XY Any & UI Postion #define DDD_Z float4( 6.0, 30.0, 28.0, 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( 0.322, 0.414, 1.0, 0.1) //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( 0.500 , 0.425, 0.32305 , 0.425) //Pos A = XY Any & B = ZW Lock #define DEE_Y float4( 0.001 , 0.950 , 0.5 , 0.5) //Pos C = XY Any & UI Postion #define DEE_Z float4( 6.0, 30.0, 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 DEE_W float4( 0.322, 0.414, 1.0, 0.1) //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. // Can be set to 0.0 on the last one "Return to ship Menu #define SSC 1 //Off 0 | 1 Square | 2 Circle //#define SNC 1 //Off 0 | 1 Trigger on Aim #define DFF_X float4( 0.500 , 0.398 , 0.32305 , 0.397) //Pos A = XY Any & B = ZW Lock #define DFF_Y float4( 0.001 , 0.950 , 0.5 , 0.5) //Pos C = XY Any & UI Postion #define DFF_Z float4( 6.0, 30.0, 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 DFF_W float4( 0.322, 0.395, 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. //Multi Menu Detection //4 Blocks total and 2 sub blocks per one block. #define MMD 4 //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( 0.042 , 0.041 , 0.001 , 0.950 ) //Pos A1 = XY Color & A2 = ZW Black #define DO_Y float4( 0.037 , 0.980 , 0.042 , 0.041 ) //Pos A3 = XY Color & B1 = ZW Color #define DO_Z float4( 0.001 , 0.950 , 0.037 , 0.980 ) //Pos B2 = XY Black & B3 = ZW Color #define DO_W float4( 30.0, 28.0, 30.0, 28.0) //Tresh Hold for Color A & B and Color #define DP_X float4( 0.042 , 0.041 , 0.001 , 0.950 ) //Pos C1 = XY Color & C2 = ZW Black #define DP_Y float4( 0.037 , 0.980 , 0.042 , 0.090 ) //Pos C3 = XY Color & D1 = ZW Color #define DP_Z float4( 0.001 , 0.950 , 0.037 , 0.971 ) //Pos D2 = XY Black & D3 = ZW Color #define DP_W float4( 30.0, 28.0, 30.0, 28.0) //Tresh Hold for Color C & D and Color //Ship Managment & Armory Weaponry #define DQ_X float4( 0.042 , 0.041 , 0.001 , 0.950 ) //Pos C1 = XY Color & C2 = ZW Black #define DQ_Y float4( 0.042 , 0.096 , 0.0661 , 0.134 ) //Pos C3 = XY Color & D1 = ZW Color #define DQ_Z float4( 0.001 , 0.950 , 0.052 , 0.100 ) //Pos D2 = XY Black & D3 = ZW Color #define DQ_W float4( 30.0, 28.0, 30.0, 28.0) //Tresh Hold for Color A1 & A3 and Color //Armory Armory & Armory Character #define DR_X float4( 0.171 , 0.134 , 0.001 , 0.950 ) //Pos G1 = XY Color & G2 = ZW Black #define DR_Y float4( 0.042 , 0.096 , 0.276 , 0.134 ) //Pos G3 = XY Color & H1 = ZW Color #define DR_Z float4( 0.001 , 0.950 , 0.052 , 0.100 ) //Pos H2 = XY Black & H3 = ZW Color #define DR_W float4( 30.0, 28.0, 30.0, 28.0) //Tresh Hold for Color G & H and Color //Armory Booster & Armory Career #define DU_X float4( 0.381 , 0.134 , 0.001 , 0.950 ) //Pos I1 = XY Color & I2 = ZW Black #define DU_Y float4( 0.042 , 0.096 , 0.485 , 0.134 ) //Pos I3 = XY Color & J1 = ZW Color #define DU_Z float4( 0.001 , 0.950 , 0.052 , 0.100 ) //Pos J2 = XY Black & J3 = ZW Color #define DU_W float4( 30.0, 28.0, 30.0, 28.0) //Tresh Hold for Color I & J and Color //Pod Menus //PlayerCard #define DV_X float4( 0.171 , 0.134 , 0.001 , 0.950 ) //Pos K1 = XY Color & K2 = ZW Black #define DV_Y float4( 0.037 , 0.979 , 0.491 , 0.134 ) //Pos K3 = XY Color & L1 = ZW Color #define DV_Z float4( 0.001 , 0.950 , 0.037 , 0.979 ) //Pos L2 = XY Black & L3 = ZW Color #define DV_W float4( 30.0, 28.0, 30.0, 28.0) //Tresh Hold for Color K & L and Color //Title #define DX_X float4( 0.596 , 0.134 , 0.001 , 0.950 ) //Pos M1 = XY Color & M2 = ZW Black #define DX_Y float4( 0.037 , 0.979 , 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, 28.0, 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 0.15 // Set the Balance #define DL_Y 0.250 // 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 0.250 // 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 //Smooth Mode #define DL_X 0.7 //SM Tune Limit //#define DL_W 0.5 //SM Perspective Limit #define DM_X 6 //SM HQ Tune Power //#define DM_Y 1 //SM HQ VRS Limit //#define HQT 1 //SM HQ Trigger //#define FMM 1 //Filter Mode #elif (App == 0x446E2223 ) //Uncharted: Legacy of Thieves Collection; Uncharted: The Lost Legacy / Steam | //#define DS_Z 2 //#define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.00 #define DA_Y 17.0 //#define DA_Z -0.000375 #define DB_Z 0.05 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.375 //#define AFD 1 //#define DG_W -0.25 #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.5,0.375) //Fix enables if Value is > 0.0 #define DI_W float2(0.5,1.5) //#define FTM 1 //#define DG_Z 0.03 //Min //#define DE_W 0.250 //Auto //#define DI_Z 0.05//Trim //Simple Menu Detection #define SMD 1 //Off 0 | 1 | 2 | 3 | 4 #define DW_X float4( 0.108 , 0.095 , 0.050 , 0.850) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.392 , 0.306 ) //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( 0.8835, 0.956 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.500 , 0.004 ) //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( 0.8835, 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 #define DF_Z 0.075 #define DL_Y 0.375 //De-Artifact #define DL_Z 0.50 //Compat Power //#define WSM 2 //#define DB_W 16 //#define DF_X float2(0.1375,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 #define BDF 1 //Barrel Distortion Fix k1 k2 k3 and Zoom #define DC_X 0.00 #define DC_Y 0.115 #define DC_Z 0.000 #define DC_W -0.035 //#define FMM 1 //#define DAA 1 //#define PEW 1 #define RHW 1 #define NFM 1 #define DSW 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.9 //SM Tune //#define DL_W 0.5 //SM Perspective //#define DM_X 4 //HQ Tune #define DM_Z 0 //HQ Smooth //#define DM_Y 3 //HQ VRS #elif (App == 0xB5674D0C ) //Uncharted: Legacy of Thieves Collection; Uncharted 4 / Steam | //#define DS_Z 2 //#define DA_W 1 //#define DB_X 1 #define DA_X 0.025 #define DF_Y 0.00 #define DA_Y 17.0 //#define DA_Z -0.000375 #define DB_Z 0.05 #define DE_X 1 #define DE_Y 0.750 #define DE_Z 0.375 //#define AFD 1 //#define DG_W -0.25 #define OIL 1 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3 #define OIF float2(0.5,0.375) //Fix enables if Value is > 0.0 #define DI_W float2(0.5,1.5) //#define FTM 1 //#define DG_Z 0.03 //Min //#define DE_W 0.250 //Auto //#define DI_Z 0.05//Trim #define BMT 1 #define DF_Z 0.075 #define DL_Y 0.375 //De-Artifact #define DL_Z 0.50 //Compat Power //#define WSM 2 //#define DB_W 16 //#define DF_X float2(0.1375,0.0) //#define DJ_W 0 //#define HMT 1 //#define HMC 2.5 //#define HMD 0.350 //#define LBC 1 //Letter Box Correction Offsets With X & Y //#define DH_Z 0.0 //#define DH_W -0.237 #define BDF 1 //Barrel Distortion Fix k1 k2 k3 and Zoom #define DC_X 0.00 #define DC_Y 0.115 #define DC_Z 0.000 #define DC_W -0.035 //#define FMM 1 //#define DAA 1 //#define PEW 1 #define RHW 1 #define NFM 1 #define DSW 1 //Smooth Mode Setting //#define SMS 3 //SM Toggle Separation #define DL_X 0.9 //SM Tune //#define DL_W 0.5 //SM Perspective #define DM_X 2 //HQ Tune //#define DM_Y 3 //HQ VRS #elif (App == 0x6C0ADF9A) //Inertial Drift //#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 25.0 // Near Plane Adjustment //#define DA_Z .000 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.100 // Auto Depth Protection //#define DE_X 2 // ZPD Boundary //#define DE_Y 0.625 // 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 0.5 // Fix enables if Value is > 0.0 //#define DI_W 0.5 // Like Shift Boundary DG_W But 0 to inf //#define CWH 4 //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 0.420 // 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 0.250 // Trim //#define DF_W float4(0.0001,0.0,0.0,0.025)// 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 #define DW_X float4( 0.378 , 0.350 , 0.500 , 0.420) //Pos A = XY Any & B = ZW Lock #define DW_Y float2( 0.622 , 0.350 ) //Pos C = XY #define DW_Z float4( 30.0, 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. #define DT_X float4( 0.355 , 0.329 , 0.500 , 0.375) //Pos A = XY Any & B = ZW Lock #define DT_Y float2( 0.644 , 0.329 ) //Pos C = XY #define DW_W float4( 30.0, 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. #define DAA_X float4( 0.189 , 0.227 , 0.500 , 0.276) //Pos A = XY Any & B = ZW Lock #define DAA_Y float2( 0.811 , 0.227 ) //Pos C = XY #define DAA_Z float4( 30.0, 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. #define DBB_X float4( 0.238 , 0.226 , 0.500 , 0.276) //Pos A = XY Any & B = ZW Lock #define DBB_Y float2( 0.768 , 0.226 ) //Pos C = XY #define DBB_Z float4( 30.0, 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. #define DHH_X float4( 0.252 , 0.226 , 0.500 , 0.276) //Pos A = XY Any & B = ZW Lock #define DHH_Y float2( 0.742 , 0.226 ) //Pos C = XY #define DHH_Z float4( 30.0, 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. #define DII_X float4( 0.280 , 0.488 , 0.500 , 0.401) //Pos A = XY Any & B = ZW Lock #define DII_Y float2( 0.683 , 0.488 ) //Pos C = XY #define DII_Z float4( 30.0, 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. #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 1.0 // De-Artifact Only works on some View Modes and causes performance degredation //#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 //#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 == 0xF812A363 || App == 0x973D94D) //High on Life //Windows Store // Steam //#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 0.005 // Seperation #define DA_Y 125.0 // Near Plane Adjustment //#define DA_Z .000 // Linerzation Offset #define DS_Y 2 // Linerzation Offset Effects only distance if true #define DB_Z 0.035 // Auto Depth Protection #define DE_X 1 // ZPD Boundary #define DE_Y 0.75 // Set ZPD Boundary Level Zero #define DE_Z 0.375 // Speed that Boundary is Enforced //#define AFD 1 // Alternate Frame Detection - May be phased out //#define DG_W 0.25 // Shift Boundary Out of screen 0.5 and or In screen -0.5 //#define OIL 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 0.5 // Fix enables if Value is > 0.0 //#define DI_W 0.5 // 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 7.5 //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 0.055 // 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 0.020 // Trim #define DF_W float4(0.0001,0.0,0.0,0.100)// Edge & Scale //#define DAA_W 2 //Warp/Halo Masking Type //#define EDU 1 //Elevate Detectors Up effects ZPD //#define TMD 1 #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 0.25 // 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 0 #define DK_X 2 #define DK_Y 0 #define DK_Z 3 #define DK_W 2 //#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 #elif (App == 0xE11C5755 || App == 0xAF8F9E38) //Fallout 3 GOTY & NV "Note Needs ReShade 4.4.2" //#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 40.0 // 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 4 // 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 0.25 // 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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.625,0.5,0.375,0.20)// Fix enables if Value is > 0.0 #define DI_W float4(0.25,0.5,2.5,3.75) // Like Shift Boundary DG_W But 0 to inf //#define CWH 4 //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 2.0 //Weapon Near Pushes depth in and adjust perspective to match. //#define DG_Z 0.420 // 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 0.250 // Trim //#define DF_W float4(0.0001,0.0,0.0,0.025)// Edge & Scale //#define DAA_W 2 //Warp/Halo Masking Type //#define EDU 1 //Elevate Detectors Up effects ZPD //#define TMD 1 #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.5 // Set the Balance //#define DAO 1 // Turn On or Off De-Artifact Options For now DAO if set to 1 it's also applys to Hoz #define DL_Y 0.375 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 0.25 // Compat Power //#define DJ_X 0.050 // Range Smoothing #define WSM 6 // Weapon Setting Mode #define DB_W 16 // Weapon Profile #define AWZ 1 // 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(0.125,0.250) // ZPD Weapon Boundarys Level 1 and Level 2 #define DJ_W 0.125 // Weapon Depth Limit Location 1 #define DS_W 0.5 // 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 5 //Weapon Reduction Power #define DK_Z 4 //World Reduction Power #define DK_W 3 //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 == 0x84D341E3 || App == 0x15A08799) //Little Nightmares & Little Nightmares II //#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 0.035 // Seperation #define DA_Y 225.0 // 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 0.875 // 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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.75,0.5,0.25,0.1)// Fix enables if Value is > 0.0 #define DI_W float4(0.25,0.5,2.0,3.0) // Like Shift Boundary DG_W But 0 to inf // 0.125 and 3.0 //#define CWH 4 //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 2.0 //Weapon Near Pushes depth in and adjust perspective to match. //#define DG_Z 0.420 // 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 0.250 // Trim //#define DF_W float4(0.0001,0.0,0.0,0.025)// Edge & Scale //#define DAA_W 2 //Warp/Halo Masking Type //#define EDU 1 //Elevate Detectors Up effects ZPD //#define TMD 1 #define 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 0.500 // De-Artifact Only works on some View Modes and causes performance degredation //#define DL_Z 0.25 // Compat Power //#define DJ_X 0.050 // Range Smoothing //#define WSM 6 // Weapon Setting Mode //#define DB_W 16 // Weapon Profile //#define AWZ 1 // 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(0.125,0.250) // ZPD Weapon Boundarys Level 1 and Level 2 //#define DJ_W 0.125 // Weapon Depth Limit Location 1 //#define DS_W 0.5 // 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 5 //Weapon Reduction Power //#define DK_Z 4 //World Reduction Power //#define DK_W 3 //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 0.75 //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 == 0x6DE081CF ) //Alan Wake 2 //#define DS_Z 3 // Set View Mode //#define DA_W 1 // Set Linerzation //#define DB_X 1 // Flip #define DA_X 0.055 //0.08//0.025 // ZPD #define DF_Y 0.00 // Seperation #define DA_Y 12.5//7.5//27.5 // Near Plane Adjustment //#define DA_Z -0.125 // 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 0.75 // 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 if 1 then it's float2(0,0) for OIF and DI_W #define OIF float4(0.625,0.5,0.375,0.25)// Fix enables if Value is > 0.0 #define DI_W float4(0.25,0.5,2.000,3.00) // Like Shift Boundary DG_W But 0 to inf #define WND 2.0 //Weapon Near Pushes depth in and adjust perspective to match. //#define DG_Z 0.025 // 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 0.025 // Trim //#define DF_W float4(0.0001,0.0,0.0,0.038)// Edge & Scale // #define SDU 1 #define DAA_W 2 //Warp/Halo Masking Type #define BMT 1 // ZPD and World Scale Balance // I need to phase this out. #define DF_Z 0.025 // 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 0.125 // Compat Power #define DJ_X 0.25 // Range Smoothing //Smooth Mode Setting #define SMS 3 //SM Toggle Separation #define DL_X 0.7375 //SM Tune //#define DL_W 0.05 //SM Perspective #define DM_X 6 //HQ Tune #define HQT 1 //HQ Trigger //#define FRM 0 //HQ Mode #define DM_Y 0 //HQ VRS #define PEW 1 #define DAA 1 #define NFM 1 #define RHW 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 //#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. */ /* Miscellaneous Depth Buffer Corrections //#define HMT 1 //HUD Mode Trigger //#define HMC 2.5 //#define HMD 0.350 //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 1 //Letter Box Masking With size Adust for Top and Bottom and 2 is Left and Right //#define DI_X 0.875 //#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 3 //World Reduction Power //#define DK_W 3 //Set Shift Speed //#define BDF 1 //Barrel Distortion Fix k1 k2 k3 and Zoom //#define DC_X 0.00 //#define DC_Y 0.115 //#define DC_Z 0.000 //#define DC_W -0.035 //#define IWS 0 //IWS Is to Isolate a part of ZPD Boundary Detection, so the Cut-Off point does not mask it out of detection. //#define DCC_W 0.875 //Isolating Weapon Stencil Amount //Lock Out Menu Detectors for Lock Out Specialized Depth Trigger #define SDT 2 //Specialized Depth Trigger #define DG_X 0.0 #define DG_Y -0.235 #define LDT 0 //Off 0 | 1 #define DKK_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock #define DKK_Y float2( 0.500 , 0.500 ) //Pos C = XY #define DKK_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 SPF 1 //Resize Depth So it fits the game correctly //#define DD_X 1.330 //#define DD_Y 0.700 //#define DD_Z 0.600 //#define DD_W -0.425 */ /* //Smooth Mode [ Do Not Use ] //#define SMS 3 //SM Separation Limit - Do Not use any more #define DL_X 0.9125 //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. */ //Change Output //#ifndef checks whether the given token has been #defined earlier in the file or in an included file // X = [ZPD] Y = [Depth Adjust] Z = [Offset] W = [Depth Linearization] #ifndef DA_X #define DA_X ZPD_D #endif #ifndef DA_Y #define DA_Y Depth_Adjust_D #endif #ifndef DA_Z #define DA_Z Offset_D #endif #ifndef DA_W #define DA_W Depth_Linearization_D #endif // X = [Depth Flip] Y = [De-Artifact Scale] Z = [Auto Depth] W = [Weapon Hand] #ifndef DB_X #define DB_X Depth_Flip_D #endif #ifndef DB_Y #define DB_Y De_Artifact_Scale_D #endif #ifndef DB_Z #define DB_Z Auto_Depth_D #endif #ifndef DB_W #define DB_W Weapon_Hand_D #endif // X = [HUD] Y = [Barrel Distortion K1] Z = [Barrel Distortion K2] W = [Barrel Distortion Zoom] #ifndef DC_X #define DC_X BD_K1_D #endif #ifndef DC_Y #define DC_Y BD_K2_D #endif #ifndef DC_Z #define DC_Z BD_K3_D #endif #ifndef DC_W #define DC_W BD_Zoom_D #endif // X = [Horizontal Size] Y = [Vertical Size] Z = [Horizontal Position] W = [Vertical Position] #ifndef DD_X #define DD_X HVS_X_D #endif #ifndef DD_Y #define DD_Y HVS_Y_D #endif #ifndef DD_Z #define DD_Z HVP_X_D #endif #ifndef DD_W #define DD_W HVP_Y_D #endif // X = [ZPD Boundary Type] Y = [ZPD Boundary Scaling] Z = [ZPD Boundary Fade Time] W = [Weapon NearDepth Max] #ifndef DE_X #define DE_X ZPD_Boundary_Type_D #endif #ifndef DE_Y #define DE_Y ZPD_Boundary_Scaling_D #endif #ifndef DE_Z #define DE_Z ZPD_Boundary_Fade_Time_D #endif #ifndef DE_W #define DE_W Weapon_Near_Depth_Max_D //Max #endif // X = [ZPD Weapon Boundary] Y = [Separation] Z = [ZPD Balance] W = [Weapon Edge Correction] #ifndef DF_X #define DF_X ZPD_Weapon_Boundary_Adjust_D #endif #ifndef DF_Y #define DF_Y Separation_D #endif #ifndef DF_Z #define DF_Z Manual_ZPD_Balance_D #endif #ifndef DF_W #define DF_W Weapon_Edge_Correction_D #endif // X = [Special Depth Correction X] Y = [Special Depth Correction Y] Z = [Weapon NearDepth Min] W = [Check Depth Limit] #ifndef DG_X #define DG_X SDC_Offset_X_D #endif #ifndef DG_Y #define DG_Y SDC_Offset_Y_D #endif #ifndef DG_Z #define DG_Z Weapon_Near_Depth_Min_D //Min #endif #ifndef DG_W #define DG_W Check_Depth_Limit_D #endif // X = [LBD Size Correction Offset X] Y = [LBD Size Correction Offset Y] Z = [LBD Pos Correction Offset X] W = [LBD Pos Correction Offset Y] #ifndef DH_X #define DH_X LB_Depth_Size_Offset_X_D #endif #ifndef DH_Y #define DH_Y LB_Depth_Size_Offset_Y_D #endif #ifndef DH_Z #define DH_Z LB_Depth_Pos_Offset_X_D #endif #ifndef DH_W #define DH_W LB_Depth_Pos_Offset_Y_D #endif // X = [LBM Offset XY] Y = [CRC Pos XY] Z = [Weapon Near Depth Trim] W = [OIF Check Depth Limit] #ifndef DI_X #define DI_X LB_Masking_Offset_XY_D #endif #ifndef DI_Y #define DI_Y A_Null_Y #endif #ifndef DI_Z #define DI_Z Weapon_Near_Depth_Trim_D //Trim #endif #ifndef DI_W #define DI_W OIF_Check_Depth_Limit_D #endif // X = [Range Smoothing X] Y = [Menu Detection Type] Z = [Match Threshold] W = [Check Depth Limit Weapon Primary] #ifndef DJ_X #define DJ_X Range_Smoothing_D #endif #ifndef DJ_Y #define DJ_Y Menu_Detection_Type_D #endif #ifndef DJ_Z #define DJ_Z Match_Threshold_D #endif #ifndef DJ_W #define DJ_W Check_Weapon_Depth_Limit_A_D #endif // X = [FPS Focus Method] Y = [Eye Eye Selection] Z = [Eye Fade Selection] W = [Eye Fade Speed Selection] #ifndef DK_X #define DK_X FPS_Focus_Method_D #endif #ifndef DK_Y #define DK_Y EFO_Eye_Selection_D #endif #ifndef DK_Z #define DK_Z EFO_Fade_Selection_D #endif #ifndef DK_W #define DK_W EFO_Fade_Speed_Selection_D #endif /////////////////////////////////////////////////////////////////////////////////////////////////////////// // X = [SM Tune] Y = [De-Artifact] Z = [Compatibility Power] W = [SM Perspective] #ifndef DL_X #define DL_X SM_Tune_D #endif #ifndef DL_Y #define DL_Y De_Artifact_D #endif #ifndef DL_Z #define DL_Z Compatibility_Power_D #endif #ifndef DL_W #define DL_W SM_Perspective_D #endif // X = [HQ Tune] Y = [HQ VRS] Z = [HQ Smooth] W = [HQ Trim] #ifndef DM_X #define DM_X HQ_Tune_D #endif #ifndef DM_Y #define DM_Y HQ_VRS_D #endif #ifndef DM_Z #define DM_Z HQ_Smooth_D #endif #ifndef DM_W #define DM_W HQ_Trim_D #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////// // X = [Position A & B] Y = [Position C & D] Z = [Position E & F] W = [Menu Size Main] #ifndef DN_X #define DN_X Pos_XY_XY_A_B_D #endif #ifndef DN_Y #define DN_Y Pos_XY_XY_C_D_D #endif #ifndef DN_Z #define DN_Z Pos_XY_XY_E_F_D #endif #ifndef DN_W #define DN_W Menu_Size_Adjust_D #endif // X = [Position A & A] Y = [Position A & B] Z = [Position B & B] W = [AB Menu Tresholds] #ifndef DO_X #define DO_X Pos_XY_XY_AA_D #endif #ifndef DO_Y #define DO_Y Pos_XY_XY_AB_D #endif #ifndef DO_Z #define DO_Z Pos_XY_XY_BB_D #endif #ifndef DO_W #define DO_W Simple_Menu_Tresh_AB_D #endif // X = [Position C & C] Y = [Position C & D] Z = [Position D & D] W = [CD Menu Tresholds] #ifndef DP_X #define DP_X Pos_XY_XY_CC_D #endif #ifndef DP_Y #define DP_Y Pos_XY_XY_CD_D #endif #ifndef DP_Z #define DP_Z Pos_XY_XY_DD_D #endif #ifndef DP_W #define DP_W Simple_Menu_Tresh_CD_D #endif // X = [Position E & E] Y = [Position E & F] Z = [Position F & F] W = [EF Menu Tresholds] #ifndef DQ_X #define DQ_X Pos_XY_XY_EE_D #endif #ifndef DQ_Y #define DQ_Y Pos_XY_XY_EF_D #endif #ifndef DQ_Z #define DQ_Z Pos_XY_XY_FF_D #endif #ifndef DQ_W #define DQ_W Simple_Menu_Tresh_EF_D #endif // X = [Position G & G] Y = [Position G & H] Z = [Position H & H] W = [GH Menu Tresholds] #ifndef DR_X #define DR_X Pos_XY_XY_GG_D #endif #ifndef DR_Y #define DR_Y Pos_XY_XY_GH_D #endif #ifndef DR_Z #define DR_Z Pos_XY_XY_HH_D #endif #ifndef DR_W #define DR_W Simple_Menu_Tresh_GH_D #endif // X = [Weapon NearDepth Min OIL] Y = [Depth Range Boost] Z = [View Mode State] W = [Check Depth Limit Weapon Secondary] #ifndef DS_X #define DS_X OIL_Weapon_Near_Depth_Min_D #endif #ifndef DS_Y #define DS_Y Depth_Range_D #endif #ifndef DS_Z #define DS_Z View_Mode_State_D #endif #ifndef DS_W #define DS_W Check_Weapon_Depth_Limit_B_D #endif // X = [NULL X] Y = [NULL Y] Z = [Weapon Hand Masking Adjust] W = [Rescale Weapon Hand Near] #ifndef DT_X #define DT_X B_SPos_XY_XY_A_B_D #endif #ifndef DT_Y #define DT_Y B_SPos_XY_C_D #endif #ifndef DT_Z #define DT_Z WH_Masking_Adjust_D #endif #ifndef DT_W #define DT_W Rescale_WH_Near_D #endif // X = [Position I & I] Y = [Position I & J] Z = [Position J & J] W = [IJ Menu Tresholds] #ifndef DU_X #define DU_X Pos_XY_XY_II_D #endif #ifndef DU_Y #define DU_Y Pos_XY_XY_IJ_D #endif #ifndef DU_Z #define DU_Z Pos_XY_XY_JJ_D #endif #ifndef DU_W #define DU_W Simple_Menu_Tresh_IJ_D #endif // X = [Position K & K] Y = [Position K & L] Z = [Position L & L] W = [KL Menu Tresholds] #ifndef DV_X #define DV_X Pos_XY_XY_KK_D #endif #ifndef DV_Y #define DV_Y Pos_XY_XY_KL_D #endif #ifndef DV_Z #define DV_Z Pos_XY_XY_LL_D #endif #ifndef DV_W #define DV_W Simple_Menu_Tresh_KL_D #endif // X = [Position A & B] Y = [Position C] Z = [A ABCW Menu Tresholds] W = [B ABCW Menu Tresholds] #ifndef DW_X #define DW_X A_SPos_XY_XY_A_B_D #endif #ifndef DW_Y #define DW_Y A_SPos_XY_C_D #endif #ifndef DW_Z #define DW_Z A_Menu_Tresh_n_WC_D #endif #ifndef DW_W #define DW_W B_Menu_Tresh_n_WC_D #endif // X = [Position M & M] Y = [Position M & N] Z = [Position N & N] W = [MN Menu Tresholds] #ifndef DX_X #define DX_X Pos_XY_XY_MM_D #endif #ifndef DX_Y #define DX_Y Pos_XY_XY_MN_D #endif #ifndef DX_Z #define DX_Z Pos_XY_XY_NN_D #endif #ifndef DX_W #define DX_W Simple_Menu_Tresh_MN_D #endif // X = [Position O & O] Y = [Position O & P] Z = [Position P & P] W = [OP Menu Tresholds] #ifndef DY_X #define DY_X Pos_XY_XY_OO_D #endif #ifndef DY_Y #define DY_Y Pos_XY_XY_OP_D #endif #ifndef DY_Z #define DY_Z Pos_XY_XY_PP_D #endif #ifndef DY_W #define DY_W Simple_Menu_Tresh_OP_D #endif // X = [Text Position A & B] Y = [Text Position C] Z = [ABC Menu Tresholds] W = [Text Adjustment] #ifndef DZ_X #define DZ_X TPos_XY_XY_A_B_D #endif #ifndef DZ_Y #define DZ_Y TSPos_XY_C_D #endif #ifndef DZ_Z #define DZ_Z TMenu_Tresh_n_WC_D #endif #ifndef DZ_W #define DZ_W Text_Lift_Cutoff_XYDirection_D #endif // X = [Position A & B] Y = [Position C] Z = [C ABCW Menu Tresholds] W = [Warping Masking] #ifndef DAA_X #define DAA_X C_SPos_XY_XY_A_B_D #endif #ifndef DAA_Y #define DAA_Y C_SPos_XY_C_D #endif #ifndef DAA_Z #define DAA_Z C_Menu_Tresh_n_WC_D #endif #ifndef DAA_W #define DAA_W Warping_Masking_D #endif // X = [Position A & B] Y = [Position C] Z = [D ABCW Menu Tresholds] W = [Depth Max Adjust W] #ifndef DBB_X #define DBB_X D_SPos_XY_XY_A_B_D #endif #ifndef DBB_Y #define DBB_Y D_SPos_XY_C_D #endif #ifndef DBB_Z #define DBB_Z D_Menu_Tresh_n_WC_D #endif #ifndef DBB_W #define DBB_W Set_Depth_Max_Adjust_D #endif // X = [Lock Position A & B] Y = [Lock Position C] Z = [Lock ABCW Menu Tresholds] W = [Isolating Weapon Stencil Amount] #ifndef DCC_X #define DCC_X Lock_Pos_XY_XY_A_B_D #endif #ifndef DCC_Y #define DCC_Y Lock_SPos_XY_C_D #endif #ifndef DCC_Z #define DCC_Z Lock_Menu_Tresh_n_WC_D #endif #ifndef DCC_W #define DCC_W Isolating_Weapon_Stencil_Amount_D #endif // X = [Position A & B] Y = [Position C & UI Pos] Z = [ABCW Stencil Menu Tresholds] W = [Stencil Adjust] #ifndef DDD_X #define DDD_X UI_A_SPos_XY_XY_A_B_D #endif #ifndef DDD_Y #define DDD_Y UI_A_SPos_XY_C_n_XY_Pos_D #endif #ifndef DDD_Z #define DDD_Z UI_A_Menu_Tresh_n_WC_D #endif #ifndef DDD_W #define DDD_W UI_A_Stencil_Adjust_D #endif // X = [Position A & B] Y = [Position C & UI Pos] Z = [ABCW Stencil Menu Tresholds] W = [Stencil Adjust] #ifndef DEE_X #define DEE_X UI_B_SPos_XY_XY_A_B_D #endif #ifndef DEE_Y #define DEE_Y UI_B_SPos_XY_C_n_XY_Pos_D #endif #ifndef DEE_Z #define DEE_Z UI_B_Menu_Tresh_n_WC_D #endif #ifndef DEE_W #define DEE_W UI_B_Stencil_Adjust_D #endif // X = [Position A & B] Y = [Position C & UI Pos] Z = [ABCW Stencil Menu Tresholds] W = [Stencil Adjust] #ifndef DFF_X #define DFF_X UI_C_SPos_XY_XY_A_B_D #endif #ifndef DFF_Y #define DFF_Y UI_C_SPos_XY_C_n_XY_Pos_D #endif #ifndef DFF_Z #define DFF_Z UI_C_Menu_Tresh_n_WC_D #endif #ifndef DFF_W #define DFF_W UI_C_Stencil_Adjust_D #endif // X = [Position A & B] Y = [Position C & UI Pos] Z = [ABCW Stencil Menu Tresholds] W = [Stencil Adjust] #ifndef DGG_X #define DGG_X UI_D_SPos_XY_XY_A_B_D #endif #ifndef DGG_Y #define DGG_Y UI_D_SPos_XY_C_n_XY_Pos_D #endif #ifndef DGG_Z #define DGG_Z UI_D_Menu_Tresh_n_WC_D #endif #ifndef DGG_W #define DGG_W UI_D_Stencil_Adjust_D #endif // X = [Position A & B] Y = [Position C] Z = [C ABCW Menu Tresholds] W = [Null W] #ifndef DHH_X #define DHH_X E_SPos_XY_XY_A_B_D #endif #ifndef DHH_Y #define DHH_Y E_SPos_XY_C_D #endif #ifndef DHH_Z #define DHH_Z E_Menu_Tresh_n_WC_D #endif #ifndef DHH_W #define DHH_W B_Null_W #endif // X = [Position A & B] Y = [Position C] Z = [C ABCW Menu Tresholds] W = [Null W] #ifndef DII_X #define DII_X F_SPos_XY_XY_A_B_D #endif #ifndef DII_Y #define DII_Y F_SPos_XY_C_D #endif #ifndef DII_Z #define DII_Z F_Menu_Tresh_n_WC_D #endif #ifndef DII_W #define DII_W C_Null_W #endif // X = [Position A & B] Y = [Position C & UI Pos] Z = [ABCW Stencil Menu Tresholds] W = [Stencil Adjust] #ifndef DJJ_X #define DJJ_X UI_E_SPos_XY_XY_A_B_D #endif #ifndef DJJ_Y #define DJJ_Y UI_E_SPos_XY_C_n_XY_Pos_D #endif #ifndef DJJ_Z #define DJJ_Z UI_E_Menu_Tresh_n_WC_D #endif #ifndef DJJ_W #define DJJ_W UI_E_Stencil_Adjust_D #endif // X = [SDT Position A & B] Y = [SDT Position C] Z = [SDT ABCW Menu Tresholds] W = [Null W] #ifndef DKK_X #define DKK_X Lock_SDT_Pos_XY_XY_A_B_D #endif #ifndef DKK_Y #define DKK_Y Lock_SDT_SPos_XY_C_D #endif #ifndef DKK_Z #define DKK_Z Lock_SDT_Menu_Tresh_n_WC_D #endif #ifndef DKK_W #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 #endif #ifndef OIF #define OIF Over_Intrusion_Fix_D //Over Intrusion Fix #endif #ifndef FTM #define FTM Fast_Trigger_Mode_D //Fast Trigger Mode #endif #ifndef REF #define REF Resident_Evil_Fix_D //Resident Evil Fix #endif #ifndef ABE #define ABE Auto_Balance_Ex_LvL_D //Inverted Depth Fix #endif #ifndef SPF #define SPF Size_Position_Fix_D //Size & Position Fix #endif #ifndef BDF #define BDF Barrel_Distortion_Fix_D //Barrel Distortion Fix #endif #ifndef HMT #define HMT HUD_Mode_Trigger_D //HUD Mode Trigger #endif #ifndef HMC #define HMC HUDX_D //HUD Mode Cut-Off #endif #ifndef HMD #define HMD HUDY_D //HUD Mode Distance #endif #ifndef DFW #define DFW Delay_Frame_Workaround_D //Delay Frame Workaround #endif #ifndef LBC #define LBC Auto_Letter_Box_Correction_D //Auto Letter Box Correction #endif #ifndef LBS #define LBS LB_Sensitivity_D //Letter Box Sensitivity #endif #ifndef LBM #define LBM Auto_Letter_Box_Masking_D //Auto Letter Box Depth Masking #endif #ifndef SDT #define SDT Specialized_Depth_Trigger_D //Specialized Depth Trigger #endif #ifndef BMT #define BMT Balance_Mode_Toggle_D //Balance Mode Toggle #endif #ifndef FPS #define FPS FPS_Focus_Type_D //FPS Focus Type #endif #ifndef SMS #define SMS SM_Toggle_Sparation_D //Smooth Mode Toggle Sparation #endif #ifndef MDD #define MDD Menu_Detection_Direction_D //Menu Detection & Direction #endif #ifndef AFD #define AFD Alternate_Frame_Detection_ZPD_D//Alternate Frame Detection for ZPD #endif #ifndef HQT #define HQT HQ_Mode_Toggle_D //High Quality Mode Toggle #endif #ifndef LBR #define LBR Letter_Box_Reposition_D //Letter Box Reposition #endif #ifndef LBE #define LBE Letter_Box_Elevation_D //Letter Box Elevation #endif #ifndef SMP #define SMP SM_PillarBox_Detection_D //PillarBox Detection & Smoothing #endif #ifndef SPO #define SPO Set_PopOut_D //Set Popout & Weapon Min #endif #ifndef FMM #define FMM Filter_Mode_Modifire_D //Filter Mode Modifier N #endif #ifndef COD #define COD Menu_Cutoff_D //Menu Cutoff Option #endif #ifndef SDU #define SDU Shift_Detectors_Up_D //Shift Detectors Up #endif #ifndef WHM #define WHM WH_Masking_D //Set Weapon Hand Masking Power #endif #ifndef SMD #define SMD Simple_Menu_Detection_D //Simple Menu Detection #endif #ifndef MMD #define MMD Multi_Menu_Detection_D //Multi Menu Detection #endif #ifndef MMS #define MMS Multi_Menu_Selection_D //Multi Menu Selection #endif #ifndef MML #define MML Multi_Menu_Leniency_D //Multi Menu Leniency #endif #ifndef WRP #define WRP FPS_Weapon_Reduction_D //Weapon Reduction Power #endif #ifndef WND #define WND Weapon_Near_Depth_Push_D //Weapon Near #endif #ifndef WFB #define WFB Weapon_Distance_From_Bottom_D //Weapon Distance From Bottom #endif #ifndef CWH #define CWH ZPD_Weapon_Hand_Consideration_D//ZPD Weapon Hand Consideration & Masking #endif #ifndef WBA #define WBA ZPD_Weapon_Boundary_Alt_Adjust_D//ZPD Weapon Boundary Alt Adjust #endif #ifndef AWZ #define AWZ Anti_Weapon_Hand_ZFighting_D //Anti-Weapon Hand Z-Fighting #endif #ifndef FRM #define FRM SM_Foveated_Mode_D //Enable or disable Foviated Rendering #endif #ifndef TMD #define TMD Text_Menu_Detection_D //Text Menu Detection & Mirroing Options #endif #ifndef LMD #define LMD Lock_Out_Menu_Detection_D //Lock Out Menu Detection #endif #ifndef WBS #define WBS Weapon_Boundary_Switch_D //Weapon Boundary Switch #endif #ifndef LHA #define LHA Lower_Height_Adjust_D //Lower Height Adjustment #endif #ifndef SUI #define SUI Stencil_UI_Detection_D //Stencil UI & Detection #endif #ifndef SNA #define SNA Stencil_A_Trigger_D //Stencil Trigger on Aim Alpha #endif #ifndef SNB #define SNB Stencil_B_Trigger_D //Stencil Trigger on Aim Beta #endif #ifndef SNC #define SNC Stencil_C_Trigger_D //Stencil Trigger on Aim Charlie #endif #ifndef SND #define SND Stencil_D_Trigger_D //Stencil Trigger on Aim Delta #endif #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 #ifndef SSB #define SSB Stencil_Shape_Beta_D //Stencil Shape Beta #endif #ifndef SSC #define SSC Stencil_Shape_Charlie_D //Stencil Shape Charlie #endif #ifndef SSD #define SSD Stencil_Shape_Delta_D //Stencil Shape Delta #endif #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 #ifndef ASA #define ASA Auto_Scaler_Adjust_D //Auto Depth Scaling Bool #endif #ifndef SDM #define SDM Set_Depth_Max_D //Auto Depth Scaling Bool #endif #ifndef ISD #define ISD Include_Stencils_Detection_D //Include Stencils Detection #endif #ifndef LBI #define LBI Letter_Box_Invert_X_D //Letter Box Invert X #endif #ifndef EDU #define EDU ZPD_Elevate_Detectors_Up_D //Elevate Detectors Up #endif #ifndef ALM #define ALM Use_Alt_Linearization_D //Alternative linearization method #endif #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 #define NPW No_Profile_Warning_D //No Profile Warning #endif #ifndef NFM #define NFM Needs_Fix_Mod_D //Needs Fix and/or Modding #endif #ifndef DSW #define DSW Depth_Selection_Warning_D //Depth Selection Warning #endif #ifndef DAA #define DAA Disable_Anti_Aliasing_D //Disable Anti-Aliasing #endif #ifndef NDW #define NDW Network_Warning_D //Network Detection Warning #endif #ifndef PEW #define PEW Disable_Post_Effects_Warning_D //Disable Post Effect Warning #endif #ifndef WPW #define WPW Weapon_Profile_Warning_D //Weapon Profile Warning #endif #ifndef FOV #define FOV Set_Game_FoV_D //Set Game FoV Warning #endif #ifndef NVK #define NVK Needs_DXVK_D //Needs DirectX Vulkan-based translation layer Warning #endif #ifndef NDG #define NDG Needs_DGVoodoo_Two_D //Needs DGVooDoo2 Warning #endif #ifndef ARW #define ARW Aspect_Ratio_Warning_D //Aspect Ratio Warning #endif #ifndef DRS #define DRS DRS_Warning_D //Dynamic Resolution Scaling Warning #endif #ifndef RHW #define RHW Read_Help_Warning_D //Read Help Warning #endif #ifndef EDW #define EDW Emulator_Detected_Warning_D //Emulator Detected Warning #endif #ifndef NCW #define NCW Not_Compatible_Warning_D //Not Compatible Warning #endif //Weapon Settings "Use #define WSM | 2 | 3 | 4 | 5 | 6 One is default" //Expanded Settings "Use #define WSM 6+ if Games have Multi Weapon Profiles." #ifndef OW_WP //This is used if OW_WP is not called in the Above Profile #define OW_WP "WP Off\0Custom WP\0WP 0\0WP 1\0WP 2\0WP 3\0WP 4\0WP 5\0WP 6\0WP 7\0WP 8\0WP 9\0WP 10\0WP 11\0WP 12\0WP 13\0WP 14\0WP 15\0WP 16\0WP 17\0WP 18\0WP 19\0WP 20\0WP 21\0WP 22\0WP 23\0WP 24\0WP 25\0" #endif #ifndef WSM //Profiles List One | Profiles List Two | Profiles List Three | Profiles List Four | Profiles List Five| Profiles List Six | Seven is MCC | Eight is Prey | Nine is Blood 2 | Ten No One Lives Forever | #define WSM 1 //Weapon Setting Mode #endif #if WSM == 1 float DMA_Overwatch(float WP, float DMA_Adjust) { return DMA_Adjust; } float4 Weapon_Profiles(float WP ,float4 Weapon_Adjust) //Tried Switch But, can't compile in some older versions of ReShade. { if (WP == 2) Weapon_Adjust = float4(0.425,5.0,1.125,0.0); //WP 0 | ES: Oblivion if (WP == 3) Weapon_Adjust = float4(0.276,16.25,9.15,0.0); //WP 1 | BorderLands Enhanced if (WP == 4) Weapon_Adjust = float4(0.5,32.5,7.15,0.0); //WP 2 | BorderLands 2 if (WP == 5) Weapon_Adjust = float4(0.284,10.5,0.8725,0.0); //WP 3 | BorderLands 3 if (WP == 6) Weapon_Adjust = float4(0.253,39.0,97.5,0.0); //WP 4 | Fallout 4 if (WP == 7) Weapon_Adjust = float4(0.276,22.0,9.50,0.200); //WP 5 | Skyrim: SE if (WP == 8) Weapon_Adjust = float4(0.338,20.5,9.1375,0.0); //WP 6 | DOOM 2016 if (WP == 9)//float4(0.255,177.5,63.025,0.0); Weapon_Adjust = float4(0.255,287.5,63.0,0.050); //WP 7 | CoD:Black Ops | CoD:MW2 | CoD:MW3 if (WP == 10)//float4(0.254,100.0,0.9843,0.0); Weapon_Adjust = float4(0.254,175.0,0.98435,0.0); //WP 8 | CoD:Black Ops II if (WP == 11) Weapon_Adjust = float4(0.254,203.25,0.98435,0.0); //WP 9 | CoD:Ghost if (WP == 12) Weapon_Adjust = float4(0.254,203.25,0.984325,0.0);//WP 10 | CoD:AW | CoD:MW Re | CoD: WWII if (WP == 13) Weapon_Adjust = float4(0.254,156.25,0.984315,0.0);//WP 11 | CoD:IW if (WP == 14) Weapon_Adjust = float4(0.255,200.0,63.0,0.05); //WP 12 | CoD:WaW if (WP == 15) Weapon_Adjust = float4(0.510,162.5,3.975,0.0); //WP 13 | CoD | CoD:UO | CoD:2 if (WP == 16) Weapon_Adjust = float4(0.254,23.75,0.98425,0.05); //WP 14 | CoD: Black Ops III if (WP == 17) Weapon_Adjust = float4(0.0,0.0,0.0,0.0); //WP 15 | Game if (WP == 18) Weapon_Adjust = float4(0.7,14.375,2.5,0.0); //WP 16 | Quake 2 XP if (WP == 19) Weapon_Adjust = float4(0.750,30.0,1.050,0.0); //WP 17 | Quake 4 if (WP == 20)//float4(0.278,90.0,9.0,0.050); Weapon_Adjust = float4(0.278,200.0,9.05,0.050); //WP 18 | Half-Life 2 if (WP == 21) Weapon_Adjust = float4(0.400,11.0,23.750,0.025); //WP 19 | Metro Redux Games if (WP == 22) Weapon_Adjust = float4(0.350,12.5,2.0,0.0); //WP 20 | Soldier of Fortune if (WP == 23) Weapon_Adjust = float4(0.286,1500.0,7.0,0.0); //WP 21 | Deus Ex rev if (WP == 24) Weapon_Adjust = float4(35.0,250.0,0,0.0); //WP 21 | Deus Ex if (WP == 25) Weapon_Adjust = float4(0.625,350.0,0.785,0.0); //WP 23 | Minecraft if (WP == 26) Weapon_Adjust = float4(0.255,6.375,53.75,0.0); //WP 24 | S.T.A.L.K.E.R: Games if (WP == 27) Weapon_Adjust = float4(0.403,5.875,0.0,0.0); //WP 25 | AMID EVIL RTX //Do Not Add more Profiles //61 Profiles is Unity's Limit if using else if //76 Profiles reaches DX 9's Temp Registers Limit //Will be cliping it off at 52 so 50 Profiles will be the limit so that I have more room to grow and faster compile time. //Reduced to Half Since 25 Profiles Spread across 6 Slots should speed up compile time in DX9 games. return Weapon_Adjust; } #elif WSM == 2 float DMA_Overwatch(float WP, float DMA_Adjust) { return DMA_Adjust; } float4 Weapon_Profiles(float WP ,float4 Weapon_Adjust) //Could reduce from 76 to 57 to save on compiling time. { if (WP == 2) Weapon_Adjust = float4(0.600,6.5,0.0,0.0); //WP 0 | The Suicide of Rachel Foster if (WP == 3) Weapon_Adjust = float4(1.653,17.5,0.0,0.0); //WP 1 | Devolverland Expo if (WP == 4) Weapon_Adjust = float4(1.489,16.875,0.0,0.0); //WP 2 | Conarium if (WP == 5) Weapon_Adjust = float4(0.270,20.0,0.9515,0.0); //WP 3 | WRC 10 if (WP == 6) Weapon_Adjust = float4(0.850,32.5,0.99901,0.150); //WP 4 | The Outer Worlds if (WP == 7) Weapon_Adjust = float4(0.275,11.0,10.0,0.0); //WP 5 | Crysis 2 DX11 1.9 if (WP == 8) Weapon_Adjust = float4(5.200,20.0,0.0,0.225); //WP 6 | GTFO if (WP == 9) Weapon_Adjust = float4(0.351,30.0,2.125,0.0); //WP 7 | Quake 2 Remake if (WP == 10) Weapon_Adjust = float4(6.450,25.0,0.0,0.125); //WP 8 | Chernobylite if (WP == 11) Weapon_Adjust = float4(14.100,93.75,0.0,0.0); //WP 9 | HROT if (WP == 12) Weapon_Adjust = float4(0.284,25.0,0.8745,0.0); //WP 10 | Crysis Remastered if (WP == 13) Weapon_Adjust = float4(0.284,15.0,7.200,0.0); //WP 11 | Crysis 2 Remastered if (WP == 14) Weapon_Adjust = float4(0.284,25.0,11.45,0.125); //WP 12 | Crysis 3 Remastered if (WP == 15) Weapon_Adjust = float4(0.300,4.25,0.825,0.0); //WP 13 | Five Night's At Freddy's: Security Breach if (WP == 16) Weapon_Adjust = float4(0.750,10.250,0.1125,0.0); //WP 14 | Poppy Playtime if (WP == 17) Weapon_Adjust = float4(5.0,22.5,0.0125,0.00); //WP 15 | DEATHLOOP //float4(7.4,25.0,0.025,0.025); if (WP == 18) Weapon_Adjust = float4(0.279,4.0,0.0,0.0); //WP 16 | Prodeus if (WP == 19) Weapon_Adjust = float4(1.550,100.0,0.150,0.0); //WP 17 | Halo Infinite //float4(1.550,117.5,0.125,0.125); if (WP == 20) //0.650 25 10000 Weapon_Adjust = float4(0.251,25.0,1000.0,0.0); //WP 18 | Dishonored if (WP == 21) Weapon_Adjust = float4(0.0,0.0,0.0,0.0); //WP 19 | Game if (WP == 22) Weapon_Adjust = float4(0.6,5.2,0.250,0.0); //WP 20 | Deadlink if (WP == 23) Weapon_Adjust = float4(0.250,1.0,0.0,0.0); //WP 21 | Grand Theft Auto San Andreas [GTA SA] if (WP == 24) Weapon_Adjust = float4(15.500,60.0,0.0,0.075); //WP 22 | Bright Memory: infinite if (WP == 25) Weapon_Adjust = float4(15.025,100.0,0.0,0.0); //WP 23 | Metal if (WP == 26) Weapon_Adjust = float4(0.725,5.0,0.3,0.050); //WP 24 | Industria if (WP == 27) Weapon_Adjust = float4(1.325,10.0,0.0,0.0); //WP 25 | KHOLAT //Do Not Add more Profiles //61 Profiles is Unity's Limit if using else if //76 Profiles reaches DX 9's Temp Registers Limit //Will be cliping it off at 52 so 50 Profiles will be the limit so that I have more room to grow and faster compile time. //Reduced to Half Since 25 Profiles Spread across 6 Slots should speed up compile time in DX9 games. return Weapon_Adjust; } #elif WSM == 3 float DMA_Overwatch(float WP, float DMA_Adjust) { return DMA_Adjust; } float4 Weapon_Profiles(float WP ,float4 Weapon_Adjust) { if (WP == 2) Weapon_Adjust = float4(1.0,237.5,0.83625,0.0); //WP 0 | Rage64 if (WP == 3) Weapon_Adjust = float4(13.870,50.0,0.0,0.0); //WP 1 | Graven if (WP == 4) Weapon_Adjust = float4(0.425,20.0,99.0,0.0); //WP 2 | Bioshock Remastred if (WP == 5) Weapon_Adjust = float4(0.425,20.0,99.5,0.0); //WP 3 | Bioshock 2 Remastred if (WP == 6) Weapon_Adjust = float4(1.960,5.25,0,0.0); //WP 4 | Dying Light if (WP == 7) Weapon_Adjust = float4(2.196,1.750,0.0,0.0); //WP 5 | Dying Light 2 if (WP == 8) Weapon_Adjust = float4(0.5,8.0,0,0.0); //WP 6 | Strife if (WP == 9) Weapon_Adjust = float4(0.350,7.5,2.0,0.0); //WP 7 | Gold Source if (WP == 10) Weapon_Adjust = float4(2.15,25.0,0.0,0.0); //WP 8 | No Man Sky FPS Mode //float4(1.825,13.75,0.0,0.0); if (WP == 11) Weapon_Adjust = float4(0.6475,7.5,0.280,0.0); //WP 9 | Necromunda Hired Gun if (WP == 12) Weapon_Adjust = float4(0.287,180.0,9.0,0.0); //WP 10 | Farcry if (WP == 13) Weapon_Adjust = float4(0.2503,55.0,1000.0,0.0); //WP 11 | Farcry 2 if (WP == 14) Weapon_Adjust = float4(0.279,100.0,0.905,0.0); //WP 12 | Talos Principle if (WP == 15) Weapon_Adjust = float4(0.2503,52.5,987.5,0.0); //WP 13 | Singularity if (WP == 16) Weapon_Adjust = float4(0.251,12.5,925.0,0.0); //WP 14 | Betrayer if (WP == 17) Weapon_Adjust = float4(1.035,16.0,0.185,0.0); //WP 15 | Doom Eternal if (WP == 18) Weapon_Adjust = float4(1.553,16.875,0.0,0.0); //WP 16 | Q.U.B.E 2 if (WP == 19) Weapon_Adjust = float4(0.251,5.6875,950.0,0.0); //WP 17 | Mirror Edge if (WP == 20) Weapon_Adjust = float4(0.345,10.25,1.800,0.0); //WP 18 | Quake Enhanced Edition if (WP == 21) Weapon_Adjust = float4(0.430,6.250,0.100,0.0); //WP 19 | The Citadel 186 if (WP == 22) Weapon_Adjust = float4(0.800,15.0,0.3,0.0); //WP 20 | Sauerbraten 2 if (WP == 23) Weapon_Adjust = float4(13.3,62.5,0.0,0.0); //WP 21 | Chex Quest HD if (WP == 24) Weapon_Adjust = float4(0.75,112.5,0.5,0.0); //WP 22 | Hexen 2 if (WP == 25) Weapon_Adjust = float4(0.350,17.5,2.050,0.0); //WP 23 | Star Trek EliteForce II if (WP == 26) Weapon_Adjust = float4(3.5,17.0,0.0,0.0); //WP 24 | The Entropy Center if (WP == 27) Weapon_Adjust = float4(0.71,8.75,0.25,0.0); //WP 25 | Ghostwire: Tokyo //Do Not Add more Profiles //61 Profiles is Unity's Limit if using else if //76 Profiles reaches DX 9's Temp Registers Limit //Will be cliping it off at 52 so 50 Profiles will be the limit so that I have more room to grow and faster compile time. //Reduced to Half Since 25 Profiles Spread across 6 Slots should speed up compile time in DX9 games. return Weapon_Adjust; } #elif WSM == 4 float DMA_Overwatch(float WP, float DMA_Adjust) { return DMA_Adjust; } float4 Weapon_Profiles(float WP ,float4 Weapon_Adjust) { if (WP == 2) Weapon_Adjust = float4(1.7,12.25,0.0,0.0); //WP 0 | Scathe if (WP == 3) Weapon_Adjust = float4(1.025,7.75,0.0,0.0); //WP 1 | Nightmare Reaper if (WP == 4) Weapon_Adjust = float4(0.5,7.0,0.0,0.0); //WP 2 | Powerslave Exhumed if (WP == 5) Weapon_Adjust = float4(0.325,7.5,1.875,0.0); //WP 3 | DaiKatana if (WP == 6) Weapon_Adjust = float4(6.75,62.5,0.0,0.0); //WP 4 | Bendy and the Dark Revival if (WP == 7) Weapon_Adjust = float4(0.4,6.0,0.996,0.0); //WP 5 | Avatar Frontiers of Pandora if (WP == 8) Weapon_Adjust = float4(1.250,25.0,0.99,0.125); //WP 6 | Thief if (WP == 9) Weapon_Adjust = float4(4.6,60.0,0.0,0.0); //WP 7 | Warhammer 40K Boltgun if (WP == 10) //17? Weapon_Adjust = float4(0.283,17.500,0.880,0.0); //WP 8 | Tiny Tina's Wonderland if (WP == 11) Weapon_Adjust = float4(0.25,0.0,0.0,0.0); //WP 9 | Diablo IV if (WP == 12) Weapon_Adjust = float4(3.750,17.5,0.0,0.0); //WP 10 | THE MULLER-POWELL PRINCIPLE if (WP == 13) Weapon_Adjust = float4(4.75,20.0,0.0,0.0); //WP 11 | RoboCop if (WP == 14) Weapon_Adjust = float4(3.40,30.0,0.0,0.300); //WP 12 | MGS 2 SoL if (WP == 15) Weapon_Adjust = float4(2.25,25.0,0.0,0.300); //WP 12 | MGS 3 SE if (WP == 16) Weapon_Adjust = float4(0.0,0.0,0.0,0.0); //WP 14 | Game if (WP == 17) Weapon_Adjust = float4(0.375,60.0,15.15625,0.0); //WP 15 | Quake DarkPlaces if (WP == 18) Weapon_Adjust = float4(2.9375,20.0,0.05,0.0); //WP 16 | BorderLands if (WP == 19) Weapon_Adjust = float4(0.2825,100.0,0.882,0.1); //WP 17 | Alien Cube if (WP == 20) Weapon_Adjust = float4(1.0,5.0,0.1,0.0); //WP 18 | Bloodhound if (WP == 21) //3.0.x Weapon_Adjust = float4(0.8,72.5,7.0,0.0); //WP 19 | Chasm The Rift if (WP == 22) Weapon_Adjust = float4(0.265,30.0,0.990,0.0); //WP 20 | Starfield if (WP == 23) Weapon_Adjust = float4(6.0,25.0,0.0,0.0); //WP 21 | RodoQuest if (WP == 24) Weapon_Adjust = float4(0.251,5.0,0.99935,0.0); //WP 22 | The Invincible if (WP == 25) Weapon_Adjust = float4(6.25,75.0,0.0,0.1); //WP 23 | Amnesia: Games if (WP == 26) Weapon_Adjust = float4(3.6,12.5,0.0625,0.0); //WP 24 | Severed Steel if (WP == 27) Weapon_Adjust = float4(0.55,0.0,0.0,0.0); //WP 25 | game / Mafia //Do Not Add more Profiles //61 Profiles is Unity's Limit if using else if //76 Profiles reaches DX 9's Temp Registers Limit //Will be cliping it off at 52 so 50 Profiles will be the limit so that I have more room to grow and faster compile time. //Reduced to Half Since 25 Profiles Spread across 6 Slots should speed up compile time in DX9 games. return Weapon_Adjust; } #elif WSM == 5 float DMA_Overwatch(float WP, float DMA_Adjust) { return DMA_Adjust; } float4 Weapon_Profiles(float WP ,float4 Weapon_Adjust) { if (WP == 2) Weapon_Adjust = float4(0.750,30.0,1.025,0.0); //WP 0 | Prey 2006 if (WP == 3) Weapon_Adjust = float4(0.266,26.25,14.0,0.125); //WP 1 | Wrath if (WP == 4) Weapon_Adjust = float4(3.625,20.0,0,0.0); //WP 2 | We Where Here Together if (WP == 5) Weapon_Adjust = float4(0.7,9.0,2.3625,0.0); //WP 3 | Return to Castle Wolfenstine if (WP == 6) Weapon_Adjust = float4(0.4894,62.50,0.98875,0.0); //WP 4 | Wolfenstein if (WP == 7) Weapon_Adjust = float4(0.850,95.00,0.815,0.025); //WP 5 | Wolfenstein: The New Order #C770832 / The Old Blood #3E42619F if (WP == 8) //float4(1.150,55.0,0.9,0.0);//float4(1.150,32.5,0.9,0.0); Weapon_Adjust = float4(1.150,40.0,0.9,0.0); //WP 6 | Cyberpunk 2077 if (WP == 9) Weapon_Adjust = float4(0.278,50.0,9.0,0.0); //WP 7 | Black Mesa if (WP == 10)//float4(0.277,105.0,8.8625,0.0) Weapon_Adjust = float4(0.277,90.0,9.0,0.0); //WP 8 | Portal 2 if (WP == 11) Weapon_Adjust = float4(0.277,15.0,8.8,0.0); //WP 9 | Crysis Mod if (WP == 12) Weapon_Adjust = float4(1.00,22.5,0.180,0.0); //WP 10 | SOMA if (WP == 13) Weapon_Adjust = float4(0.444,20.0,1.1875,0.0); //WP 11 | Cryostasis if (WP == 14) Weapon_Adjust = float4(0.286,80.0,7.0,0.0); //WP 12 | Unreal Gold with v227 if (WP == 15) Weapon_Adjust = float4(0.280,18.75,9.03,0.0); //WP 13 | Serious Sam Revolution #EB9EEB74/Serious Sam HD: The First Encounter /The Second Encounter /Serious Sam 2 #8238E9CA/ Serious Sam 3: BFE* if (WP == 16) Weapon_Adjust = float4(0.3,12.5,0.900,0.0); //WP 14 | Serious Sam Fusion if (WP == 17) Weapon_Adjust = float4(1.2,12.5,0.3,0.05); //WP 15 | GhostRunner DX12 if (WP == 18) Weapon_Adjust = float4(0.278,20.0,8.8,0.0); //WP 16 | TitanFall 2 if (WP == 19) Weapon_Adjust = float4(1.300,17.50,0.0,0.0); //WP 17 | Project Warlock if (WP == 20) Weapon_Adjust = float4(0.625,9.0,2.375,0.0); //WP 18 | Kingpin Life of Crime if (WP == 21) Weapon_Adjust = float4(0.28,20.0,9.0,0.0); //WP 19 | EuroTruckSim2 if (WP == 22) Weapon_Adjust = float4(0.460,12.5,1.0,0.0); //WP 20 | F.E.A.R #B302EC7 & F.E.A.R 2: Project Origin #91D9EBAF if (WP == 23) Weapon_Adjust = float4(1.5,30.0,0.950,0.050); //WP 21 | Condemned Criminal Origins //float4(1.5,37.5,0.99875,0.0); if (WP == 24) Weapon_Adjust = float4(2.0,16.25,0.09,0.0); //WP 22 | Immortal Redneck CP alt 1.9375 if (WP == 25) Weapon_Adjust = float4(0.485,62.5,0.9625,0.25); //WP 23 | Dementium 2 if (WP == 26) Weapon_Adjust = float4(0.489,68.75,1.02,0.0); //WP 24 | NecroVisioN & NecroVisioN: Lost Company #663E66FE if (WP == 27) Weapon_Adjust = float4(0.9,12.50,0.0,0.25); //WP 25 | Lethal Company - Mask //Do Not Add more Profiles //61 Profiles is Unity's Limit if using else if //76 Profiles reaches DX 9's Temp Registers Limit //Will be cliping it off at 52 so 50 Profiles will be the limit so that I have more room to grow and faster compile time. \ //Reduced to Half Since 25 Profiles Spread across 6 Slots should speed up compile time in DX9 games. return Weapon_Adjust; } #elif WSM == 6 float DMA_Overwatch(float WP, float DMA_Adjust) { return DMA_Adjust; } float4 Weapon_Profiles(float WP ,float4 Weapon_Adjust) { if (WP == 2) Weapon_Adjust = float4(0.283,150.0,0.88205,0.0); //WP 0 | The Land of Pain if (WP == 3) Weapon_Adjust = float4(22.0,50.0,0.001,0.50); //WP 1 | Turok if (WP == 4) Weapon_Adjust = float4(12.5,25.0,0.0,0.0); //WP 2 | Turok 2 if (WP == 5) Weapon_Adjust = float4(0.5,60.0,2.375,0.0); //WP 3 | Turok 3: Shadow of Oblivion if (WP == 6) Weapon_Adjust = float4(2.288,25.0,0.0,0.500); //WP 4 | Narcosis if (WP == 7)//was 2.5 but the fan made me increase it. Weapon_Adjust = float4(2.9,35.0,0.0,0.0); //WP 5 | Talos Principle 2 if (WP == 8) Weapon_Adjust = float4(10.0,50.0,0.0,0.0); //WP 6 | GhostRunner 2 if (WP == 9) Weapon_Adjust = float4(0.3,81.25,9.0,0.0); //WP 7 | Zortch if (WP == 10) Weapon_Adjust = float4(0.278,125.0,9.2,0.0); //WP 8 | G-String if (WP == 11) Weapon_Adjust = float4(0.259,10.0,0.991,0.0); //WP 9 | Pacific Drive if (WP == 12) Weapon_Adjust = float4(13.500,75.0,0.0,0.0); //WP 10 | Fossil Fuel 2 if (WP == 13) Weapon_Adjust = float4(6.0,30.0,0.010,0.0); //WP 11 | Terminator if (WP == 14) Weapon_Adjust = float4(11.250,62.000,0.0,0.0); //WP 12 | ILLWILL if (WP == 15) Weapon_Adjust = float4(7.0,75.0,0.0,0.0); //WP 13 | The Voidness if (WP == 16) //0.565 17.5 1.025 Weapon_Adjust = float4(0.75,16.0,1.0,0.0); //WP 14 | Fallout 3 GOTY & NV if (WP == 17) Weapon_Adjust = float4(0.0,0.0,0.0,0.0); //WP 15 | Game if (WP == 18) Weapon_Adjust = float4(0.0,0.0,0.0,0.0); //WP 16 | Game if (WP == 19) Weapon_Adjust = float4(0.0,0.0,0.0,0.0); //WP 17 | Game if (WP == 20) Weapon_Adjust = float4(0.0,0.0,0.0,0.0); //WP 18 | Game if (WP == 21) Weapon_Adjust = float4(0.0,0.0,0.0,0.0); //WP 19 | Game if (WP == 22) Weapon_Adjust = float4(0.0,0.0,0.0,0.0); //WP 20 | Game if (WP == 23) Weapon_Adjust = float4(0.0,0.0,0.0,0.0); //WP 21 | Game if (WP == 24) Weapon_Adjust = float4(0.0,0.0,0.0,0.0); //WP 22 | Game if (WP == 25) Weapon_Adjust = float4(0.0,0.0,0.0,0.0); //WP 23 | Game if (WP == 26) Weapon_Adjust = float4(0.0,0.0,0.0,0.0); //WP 24 | Game if (WP == 27) Weapon_Adjust = float4(0.0,0.0,0.0,0.0); //WP 25 | Game //Do Not Add more Profiles //61 Profiles is Unity's Limit if using else if //76 Profiles reaches DX 9's Temp Registers Limit //Will be cliping it off at 52 so 50 Profiles will be the limit so that I have more room to grow and faster compile time. //Reduced to Half Since 25 Profiles Spread across 6 Slots should speed up compile time in DX9 games. return Weapon_Adjust; } #elif WSM == 7 float DMA_Overwatch(float WP, float DMA_Adjust) // MCC { if( WP == 4) // Change on weapon selection. DMA_Adjust *= 0.325; if( WP == 5 || WP == 6 || WP == 7) DMA_Adjust *= 1.25; return DMA_Adjust; } #if SPO float2 Set_Popout(float WP, float Adjust_Value_Pop, int Set_Weapon_Min ) // MCC { float2 Set_Values = float2(Adjust_Value_Pop, Set_Weapon_Min ); if ( WP == 2 || WP == 5 ) Set_Values *= float2(1.0,1.0); //Halo: Reach | Halo 3 & ODST if ( WP == 3 || WP == 4 || WP == 6 || WP == 7 || WP == 8 ) Set_Values *= float2(-0.05,0.0); //Halo: CE Anniversary | Halo 2: Anniversary | Alt Halo 3 & ODST | Halo 4 & Alt return Set_Values; } #endif float4 Weapon_Profiles(float WP ,float4 Weapon_Adjust) // MCC { if (WP == 2) Weapon_Adjust = float4(0.0,0.0,0.0,0.0); //WP 0 | Halo: Reach if (WP == 3) Weapon_Adjust = float4(1.5,26.25,0.2,0.0); //WP 1 | Halo: CE Anniversary if (WP == 4) Weapon_Adjust = float4(0.615,10.0,0.3925,0.05); //WP 2 | Halo 2: Anniversary if (WP == 5) Weapon_Adjust = float4(0.0,0.0,0.0,0.0); //WP 3 | Halo 3 & ODST if (WP == 6) Weapon_Adjust = float4(7.540,17.5,0,0.010); //WP 4 | Alt Halo 3 & ODST if (WP == 7) Weapon_Adjust = float4(1.535,17.5,0.125,0.0); //WP 5 | Halo 4 if (WP == 8) Weapon_Adjust = float4(1.535,25.0,0.1425,0.0); //WP 5 | Alt Halo 4 return Weapon_Adjust; } #elif WSM == 8 float DMA_Overwatch(float WP, float DMA_Adjust) { return DMA_Adjust; } float4 Weapon_Profiles(float WP ,float4 Weapon_Adjust) // Prey 2017 { if (WP == 2) Weapon_Adjust = float4(0.2832,31.25,0.8775,0.0); //WP 0 | Prey 2017 High Settings and < if (WP == 3) Weapon_Adjust = float4(0.2832,31.25,0.91875,0.0); //WP 1 | Prey 2017 Very High return Weapon_Adjust; } #elif WSM == 9 float DMA_Overwatch(float WP, float DMA_Adjust) { return DMA_Adjust; } float4 Weapon_Profiles(float WP ,float4 Weapon_Adjust) // Blood 2 { if (WP == 2) Weapon_Adjust = float4(0.4213,5.0,0.5,0.0); //WP 0 | Blood 2 All Weapons if (WP == 3) Weapon_Adjust = float4(0.484,5.0,0.5,0.0); //WP 1 | Blood 2 Bonus weapons if (WP == 4) Weapon_Adjust = float4(0.4213,5.0,0.8,0.0); //WP 2 | Blood 2 Former return Weapon_Adjust; } #elif WSM == 10 float DMA_Overwatch(float WP, float DMA_Adjust) { return DMA_Adjust; } float4 Weapon_Profiles(float WP ,float4 Weapon_Adjust) // No One Lives Forever { if (WP == 2) Weapon_Adjust = float4(0.425,5.25,1.0,0.0); //WP 2 | No One Lives Forever if (WP == 3) Weapon_Adjust = float4(0.519,31.25,8.875,0.0); //WP 3 | No One Lives Forever 2 return Weapon_Adjust; } #elif WSM == 11 float DMA_Overwatch(float WP, float DMA_Adjust) { return DMA_Adjust; } float4 Weapon_Profiles(float WP ,float4 Weapon_Adjust) // Aliens VS Predator 2 { if (WP == 2) Weapon_Adjust = float4(0.500,6.500,1.0,0.0); //WP 2 | Aliens VS Predator 2 if (WP == 3) Weapon_Adjust = float4(0.519,31.25,8.875,0.0); //WP 3 | Aliens VS Predator 2 WIP return Weapon_Adjust; } #elif WSM == 12 float DMA_Overwatch(float WP, float DMA_Adjust) { return DMA_Adjust; } float4 Weapon_Profiles(float WP ,float4 Weapon_Adjust) // Aliens VS Predator 2 { if (WP == 2) Weapon_Adjust = float4(0.850,32.5,0.99901,0.150); //WP 2 | The Outer Worlds if (WP == 3) Weapon_Adjust = float4(0.9755,10.5,0.175,0.125); //WP 3 | The Outer Worlds Spacer Ed return Weapon_Adjust; } //Can expand here for games with multi weapon profiles. #endif