   /*-----------------------------------------------------------.   
  /                       Description                           /
  '------------------------------------------------------------/

Game: LifeIsStrange
Author: 443694214
SweetFX version: 1.5.1/Boulotaur2024 Injector.
   
   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING  0            // [0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING  0            // [0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
#define USE_CA                 0            // [0 or 1] Chromatic aberration. You can only use Chromatic Aberration OR the Explosion Shader. Not both at the same time.
#define USE_EXPLOSION          0            // [0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CARTOON            0            // [0 or 1] Cartoon : "Toon"s the image.(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_LEVELS             0            // [0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
#define USE_ADVANCED_CRT       0            // [0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
#define USE_BLOOM              1            // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR                0            // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN        1            // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_GAUSSIAN           0            // [0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
#define USE_FILMGRAIN          0            // [0 or 1] Filmgrain effect
#define USE_TECHNICOLOR        0            // [0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX                1            // [0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_MONOCHROME         0            // [0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN      0            // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP            1            // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE           0            // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES             0            // [0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA              0            // [0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE           0            // [0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER             0            // [0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_BORDER             0            // [0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN        0            // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.

#define USE_CUSTOM             0            // [0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.

   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD         0.08         // [0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS  25           // [0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 12           // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING   0            // [0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION   1            // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0            // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
                                      //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.


   /*-----------------------------------------------------------.
  /                  FXAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET   39           // [1 to 39] Choose the quality preset. 39 is the highest quality.
#define fxaa_Subpix            0.4          // [0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold     0.01         // [0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin  0.01         // [0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.

   /*-----------------------------------------------------------.
  /                       Chromatic aberration                  										/
  '-----------------------------------------------------------*/
#define outfocus               0.006        // [0.00 to 1.000] How strong the effect should be.


   /*-----------------------------------------------------------.
  /                     Explosion settings                      /
  '-----------------------------------------------------------*/
#define Explosion_Radius       3.0          // [0.2 to 100.0] Amount of effect you want.


   /*-----------------------------------------------------------.
  /                      Cartoon settings                       /
  '-----------------------------------------------------------*/
#define CartoonPower           8.0          // [0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope       2.0          // [0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.


   /*----------------------------------------------------------.
  /                       Levels settings                      /
  '----------------------------------------------------------*/

#define Levels_black_point     4            // [0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
#define Levels_white_point     255          // [0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0

//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).


   /*----------------------------------------------------------.
  /                    Advanced CRT settings                   /
  '----------------------------------------------------------*/
#define CRTAmount              1.00         // [0.00 to 1.00] Amount of CRT effect you want

#define CRTResolution          1.0          // [1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma               2.2          // [0.0 to 4.0] Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma        2.4          // [0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness          1.2          // [1.0 to 3.0] Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity   2.0          // [2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian    1            // [0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on

#define CRTCurvature           1            // [[0 or 1] "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius     2.0          // [0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize          0.0100       // [0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance            2.00         // [0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX              0.00         // [-0.20 to 0.20] Tilt angle in radians (X coordinates)
#define CRTAngleY              -0.15        // [-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan            1.00         // [1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample          0            // [0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)


   /*-----------------------------------------------------------.
  /                  Bloom settings                             /
  '-----------------------------------------------------------*/
#define BloomThreshold         20.25        // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower             0.5          // [0.000 to 8.000] Strength of the bloom
#define BloomWidth             0.0142       // [0.0000 to 1.0000] Width of the bloom


   /*-----------------------------------------------------------.
  /                  HDR settings                               /
  '-----------------------------------------------------------*/
#define HDRPower               1.30         // [0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2                0.87         // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.
  /                  LumaSharpen settings                       /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength         2.0          // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp            0.04         // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern                4            // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias            1.0          // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                         //I designed the pattern for offset_bias 1.0, but feel free to experiment.

// -- Debug sharpening settings --
#define show_sharpen           0            // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)


   /*-----------------------------------------------------------.
  /                  Gaussian Blur settings                     /
  '-----------------------------------------------------------*/
#define GaussEffect            0            // [0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality           1            // [0|1|2|3] Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma             2            // [1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth       0            // [0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold         0.50         // [0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure          43.0         // [0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength          0.3          // [0.00 to 1.00] Amount of effect blended into the final image


   /*-----------------------------------------------------------.
  /                  Film grain settings                        /
  '-----------------------------------------------------------*/
#define FilmGrain_strength     0.08         // [0.01 to 1.00] How visible the grain is. Higher is more visible.
#define FilmGrain_variance     0.16         // [0.01 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother.


   /*-----------------------------------------------------------.
  /                  TECHNICOLOR settings                       /
  '-----------------------------------------------------------*/
#define TechniAmount           0.46         // [0.00 to 1.00] 
#define TechniPower            4.0          // [0.00 to 8.00] 
#define redNegativeAmount      0.74         // [0.00 to 1.00] 
#define greenNegativeAmount    0.83         // [0.00 to 1.00] 
#define blueNegativeAmount     0.9          // [0.00 to 1.00] 


   /*-----------------------------------------------------------.
  /                  Cineon DPX settings                        /
  '-----------------------------------------------------------*/
#define Red                    8.0          // [1.0 to 15.0] 
#define Green                  8.0          // [1.0 to 15.0] 
#define Blue                   8.0          // [1.0 to 15.0] 

#define ColorGamma             2            // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation          3            // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC                   0.35         // [0.60 to 0.20] 
#define GreenC                 0.35         // [0.60 to 0.20] 
#define BlueC                  0.3          // [0.60 to 0.20] 

#define Blend                  0.15         // [0.00 to 1.00] How strong the effect should be.


   /*-----------------------------------------------------------.
  /                  Monochrome settings                        /
  '-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) // [0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)


   /*-----------------------------------------------------------.
  /                  Lift Gamma Gain settings                   /
  '-----------------------------------------------------------*/
#define RGB_Lift               float3(1.0, 1.0, 0.99) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma              float3(1.06, 1.01, 1.015) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain               float3(1.0, 1.1, 1.2) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
   /*-----------------------------------------------------------.
  /                  Tonemap settings                           /
  '-----------------------------------------------------------*/
#define Gamma                  0.984        // [0.000 to 2.000] Adjust midtones
#define Exposure               0.2          // [-1.000 to 1.000] Adjust exposure
#define Saturation             0.35         // [-1.000 to 1.000] Adjust saturation
#define Bleach                 0            // [0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog                  0            // [0.000 to 1.000] How much of the color tint to remove
#define FogColor               float3(-0.001, 0.0, 0.0) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue


   /*-----------------------------------------------------------.
  /                  Vibrance settings                          /
  '-----------------------------------------------------------*/
#define Vibrance               2.5          // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance   float3(0.1, 0.5, 0.2) // [-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others


   /*-----------------------------------------------------------.
  /                  Curves settings                            /
  '-----------------------------------------------------------*/
#define Curves_mode            0            // [0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast        -0.5         // [-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula         2            // [1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
                             //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
                             //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
                             //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
                             //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
							 

   /*-----------------------------------------------------------.
  /                  Sepia settings                             /
  '-----------------------------------------------------------*/
#define ColorTone              float3(1.26, 1.10, 1.50) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower              0.3          // [0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower             0.4          // [0.00 to 1.00] How much to tint the image


   /*-----------------------------------------------------------.
  /                  Vignette settings                          /
  '-----------------------------------------------------------*/
#define VignetteType           1            // [1|2|3] 1 = Original, 2 = New, 3 = TV style
#define VignetteRatio          1.00         // [0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius         1.00         // [-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount         -0.40        // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope          1            // [2 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter         float2(0.500, 0.500) // [0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.


   /*-----------------------------------------------------------.
  /                  Dither settings                            /
  '-----------------------------------------------------------*/
#define dither_method          2            // [1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)

//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


   /*-----------------------------------------------------------.
  /                  Border settings                            /
  '-----------------------------------------------------------*/
#define border_width           float2(0,0)  // [0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. If this is set to 0,0 then the border_ratio will be used instead
#define border_ratio           float(2.4 / 1.0) // [0.1000 to 10.0000] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right.
                                        //Examples that work: (1680.0 / 1050.0), (16.0 / 10.0), (1.6) Examples that does NOT work right: (1680 / 1050), (16 / 10)
#define border_color           float3(0, 0, 0) // [0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.

   /*-----------------------------------------------------------.
  /                  Splitscreen settings                       /
  '-----------------------------------------------------------*/
#define splitscreen_mode       1            // [1|2|3|4|5|6] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 
                              // 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split

   /*-----------------------------------------------------------.
  /                  Key settings                               /
  '-----------------------------------------------------------*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
// http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes

// key_toggle_sweetfx = 45 ; 45 = Einfg
// key_screenshot     = 221 ; 35 = Ende->
// key_reload_sweetfx = 46 ; 46 = Entf


   /*-----------------------------------------------------------.
  /                  Misc settings                              /
  '-----------------------------------------------------------*/
// You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
// If the external wrapper is already named d3d9.dll, rename it into
// something else like "d3d9_enb.dll" (note that even if this is commented it actually works)

// external_d3d9_wrapper = 
// external_dxgi_wrapper = 