//SKYRIM CUSTOM SHADER PACKAGE VERSION 1.3 by Hunin based on ARMA2 Custom Shader by EOOQE (A2FXAA.BLOGSPOT.COM)
#define FXAA_QUALITY__PRESET 9
#define USE_ANTI_ALIASING
#define USE_PRE_SHARPEN
#define USE_TONEMAP
#define USE_VIGNETTE
#define USE_POST_SHARPEN
//FXAA inactive; base routine running since other shaders depend on it; build in Skyrim FXAA used for actual anti-aliasing.
float fxaaQualitySubpix = 0;
float fxaaQualityEdgeThreshold = 0;
float fxaaQualityEdgeThresholdMin = 0;
//PRE-SHARPENING: sharpeness the image to balance out the fuzzy blur caused by ingame FXAA
bool highQualitySharpen = 0;
#define Average 0.23
#define CoefBlur 2
#define SharpenEdge 0.23
#define Sharpen_val0 0.69
//TONEMAP: Completely post processes the colours for more natural contrast and saturation (leave SKYRIM config gamma at 1.0, use gamma below to adjust for your monitor
#define Gamma 1.10 // higher values give a darker and more saturated colour band
#define Exposure 0.03 // simulates exposure: higher values dramatically increase strength of bright parts of the image, used here to balance the overall loss of gamma brightness and to increase the overall contrast
#define Saturation 0.2 // strength of the colour band, lowered here to balance the excessive saturation caused by high gamma whilst retaining high and natural contrast
#define BlueShift 0.15
#define Bleach 0.00
#define Defog 0.00
#define FogColor float4(0.0, 0.0, 0.0, 3.0)
//VIGNETTE: Very subtly darkeness the images close to monitor edges, effect often used in film to concentrate the imgage and "force" the frame
#define VignetteCenter float2(0.500, 0.500)
#define VignetteRadius 1.0
#define VignetteAmount -0.01
//POST-SCHARPENING: final sharpening pass to smooth out the finished frame and retain and overall crisp image
float Sharpen = 0;