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#define fSSAODarkeningAmount 1.5 // Amount of SSAO corner darkening High range values might need more samples so raise both. #define fSSAOSamplingRange 50.0 // SSAO sampling range. Don 't set too high or shader compilation time goes through the roof. #define iSSAOSamples 16 // Amount of samples. #define AO_LUMINANCE_UPPER 0.6 // Upper brightness threshold where AO starts to fade out. #define AO_LUMINANCE_LOWER 0.3 // Lower brightness threshold where AO starts to fade out. #define AO_LUMINANCE_CONSIDERATIONđ // Enables dampening of AO intensity on bright pixels, to preserve bright light sprites or beter lit areas. 1: occlusion | 2: color bouncing (SSGI only!) #define AO_DEBUG 0 // Enables raw debug output. #define AO_SHARPNESS 0.7 // 1: AO sharpness, higher means more sharp geometry edges but noisier AO, less means smoother AO but blurry in the distance. #define AO_METHOD 1 // 1: SSAO | 2: Raymarch AO | 3: HBAO | 4: SSGI #define HDR_MODE 0 // HDR Level: Rendering bitrate. #define USE_FISHEYE_CA 0 // Fisheye lens & Chromatic Abberation: Adds some RGB shift in colors and distorts image to look like the "fisheye" effect. #define USE_HEATHAZE 0 // Heat Haze: Convection in heated air causes the temperature of the air to vary and causes a shimmery effect that distorts whatever is behind. #define USE_DEPTHOFFIELD 1 // Depth of Field: Simulates out of focus blur of a camera. #define USE_AMBIENTOCCLUSION 0 // Ambient Occlusion: Enables physically incorrect shading that most newer gen games use. #define RFX_DepthToggleKey VK_F12 //Set the key to toggle the depth view On/Off #define RFX_Depth_z_far 100.00 // Camera z far, must be further than the near value. #define RFX_Depth_z_near 0.01 // Camera z near #define RFX_SS_ToggleKey VK_F12 //Toggles the split screen shader #define RFX_SSborderWidth 0.002f // Width of the border between original and shader image #define RFX_SSaxis 0 // To select the splitscreen axis 0 => y 1 => x #define RFX_SSsliderSpeed 0.01f // Defines the speed of the transition

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#define RFX_SSslider 0 // Activates an active transition between original and shader image

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#define RFX_SScomparableStretch 0 // Shows the full image on each side of the comparable splitscreen #define RFX_SScomparable 1 // Splits the screen in the middle and draws the same image twice. #define RFX_Border_ToggleKey RFX_ToggleKey //Toggles the border shader

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#define RFX_UIMaskReset_HelperKey VK_F11 //Resets the automatically created UI - Mask (press again to release) #define RFX_UIMask_HelperKey VK_F12 //When pressed, starts to create a UI - Mask for static elements #define RFX_UIMask_Toleranceĕ // Defines the tolerance level of the algorithm when detecting UI elements #define RFX_UIMask_Directđ // 1: loads the mask from memory 0: loads the mask from disk #define RFX_UIMask_Helperđ // Helps to automatically create a UI - Mask for static elements #define RFX_UIMask_ToggleKey RFX_ToggleKey #define RFX_ShowToggleMessageđ // Shows toggle message when using toggle key

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#define RFX_ShowClock 1 // Include a clock in the statistics #define RFX_ShowFPS 1 // Include FPS in the statistics #define RFX_ShowStatistics 1 // Controls the display of the statistics (fps and timecounters). #define RFX_DepthBufferCalcđ // Set this to 0 if run an application that does not allow depth buffer access or you use no depth dependent effects and want some additional fps (overwrites RFX_SmartPerfCheck if set to 0) #define RFX_InitialStorageđ // Set this to 0 if you !only! use the SweetFX suite and want some additional fps (overwrites RFX_SmartPerfCheck if set to 0) #define RFX_SmartPerfCheckđ // If set to 1, checks your settings to set the following two values automatically #define RFX_Screenshot_Format 2 // Sets the screenshot format (1 = bmp, 2 = png) You can take screenshots by pressing PrintScreen #define RFX_Start_Enabled 1 // Start with the effects enabled or disabled? #define RFX_ToggleKey VK_F12 //Set the global key that should toggle the effects On/Off #define RFX_LogDepth 0 // Needed to retrieve values from logarithmic depth buffer (e.g. #define RFX_DisplayDepth 0 // Display Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (F12) in-game #define RFX_SplitScreen 0 // Allows the various comparisons with the original image #define RFX_Border 0 // A mask that defines where a border effect is drawn

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#define RFX_UIMask 0 // A mask that defines which areas of the screen will have no effects applied Effects are listed in the order that they are applied.










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