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

Game: Most Games.
Name: JBX Settings v1.9.8.B by JuanBonX
SMAA Enhanced Subpixel Morphological Antialiasing: OFF
Author: CeeJay.dk (SweetFX)
API hook: Crosire (Reshade)
Web: www.facebook.com/TruckSimulator.pa
Compatible: Con la mayoría de los juegos - With most games

Features: Better Lighting, Better Color, Better Contrast, No Pure White, Sharpness and Better Color Temperature.

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Description: The post-processing effects of SweetFX + JBX Settings v1.9.8.A offer more realistic graphics and compatibility with many Games.

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Important: Always use the modified file DPX.h (SweetFX and eFX) for the correct visual of the effect.

Path: SweetFX\Shaders\DPX.h 

Note: It is only necessary if you use another SweetFX or eFX package.

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This is a preview release meant to allow users to beta test SweetFXs 2.0 new injector called ReShade.
More features, bugfixes and performance optimizations will come before release.

Hope you enjoy SweetFX and ReShade.
 - CeeJay.dk
 
   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/
// Effects are listed in the order that they are applied.
// Set to 1 for ON or 0 for OFF
#define USE_CURVES        	1 //[0 or 1] Curves : Contrast adjustments using S-curves.
#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_SMAA            0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA          	0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique.
#define USE_LIFTGAMMAGAIN 	1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.
#define USE_LUMASHARPEN   	1 //[0 or 1] LumaSharpen : Sharpens the image.
#define USE_TONEMAP       	1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)


   /*-----------------------------------------------------------.
  /                       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 DPX_Contrast  -1.5   //[0.0 to 1.0] Adjust the contrast. 0.0 is neutral.
#define ColorGamma    2.0  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 1.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC          0.30  //[0.60 to 0.20]
#define GreenC        0.30 //[0.60 to 0.20]
#define BlueC         0.30  //[0.60 to 0.20]
#define Blend         0.20   //[0.00 to 1.00] How strong the effect should be.


   /*-----------------------------------------------------------.
  /                        Curves settings                      /
  '-----------------------------------------------------------*/
#define Curves_mode        1 //[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    0.10 //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula     11 //[1|2|3|4|5|6|7|8|9|10|11] 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. 11 = Polynomial split.
                             //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.

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

#define SMAA_THRESHOLD 0.10           // (0.08-0.20) Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 98      // [0-98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16  // [0-16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 0       // [0-100] Determines the percent of antialiasing to apply to corners.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1        // 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0  // Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.


   /*-----------------------------------------------------------.
  /                  FXAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET          9  //[1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix               0.000  //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold        0.830  //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. Similar to SMAA_THRESHOLD
#define fxaa_EdgeThresholdMin     0.750  //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.

							 
   /*-----------------------------------------------------------.
  /                  LiftGammaGain settings                   /
  '-----------------------------------------------------------*/
#define RGB_Lift  float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(1.000, 1.000, 1.040)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


//Note that a value of 1.000 is a neutral setting that leave the color unchanged.


   /*-----------------------------------------------------------.
  /                     LumaSharpen settings                    /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength    1.00   //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp       0.040  //[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       1.5  //[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)


   /*-----------------------------------------------------------.
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma       0.920  //[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.
#define Exposure    -0.010  //[-1.000 to 1.000] Adjust exposure
#define Saturation  -0.190  //[-1.000 to 1.000] Adjust saturation
#define Bleach      0.000  //[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog       0.000  //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 0.00) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue

