;------------------------------------------------------------------------------------------------------
; Logging options.
; Comment line or set value to 0 for no logging.
;------------------------------------------------------------------------------------------------------
[Logging]

; Log all API usage
calls=0

; Log Input key actions
input=0

; Super verbose massive log
debug=0

; Unbuffered logging to avoid missing anything at file end
unbuffered=0

; Force the CPU affinity to use only a single CPU for debugging multi-threaded
force_cpu_affinity=0

; Log NVAPI convergence modifications
convergence=1
; Log NVAPI separation modifications
separation=1


; ------------------------------------------------------------------------------------------------------
; Default constants to pass directly to shaders as IniParams
; -----------------------------------------------------------------------------------------------------
[Constants]
;----------------
; sight settings (VR and 3DVISION)
;----------------
;Ru sight scale (must be integer)
x1 = 3
; Ru reinforcement threshold (lesser = sight thicker, 1 = no reinforcement)
y1 = 0.03
;Ge sight scale (must be integer)
x2 = 2
;Ge reinforcement threshold (lesser = sight thicker, 1 = no reinforcement)
y2 = 0.04
;US sight scale (must be integer)
x3 = 1
;US reinforcement threshold (lesser = sight thicker, 1 = no reinforcement)
y3 = 0.04
;It sight scale (must be integer)
x4 = 2
;It reinforcement threshold (lesser = sight thicker, 1 = no reinforcement)
y4 = 0.04
;Spit sight scale (must be integer and should be keep to 1)
x5 = 1
;Spit reinforcement threshold (lesser = sight thicker, 1 = no reinforcement)
y5 = 0.05
;----------------
; zoom settings (VR)
;----------------
;zoom square radius
; x = 0.2
;black ring square thickness
; y = 0.01
;default zoom factor (not to be modified)
w = 1
;----------------
; FOV Fix (VR)
;----------------
;zoom square radius
; default horizontal FOV (not to be modified)
x6 = 1.0
x3 = 1.0
; default vertical FOV (not to be modified)
; y6 = 1.0
; y3 = 1.0
;----------------
; Color Fix
;----------------
; default value to add and mul to each color component (not to be modified)
; VR
z6 = 0.1
w6 = 0.9
; 3DVISION
z6 = 0.0
w6 = 1.0

;------------------------------------------------------------------------------------------------------
; Custom settings override for any of [convergence, separation, x, y, z, w]
;
; Four types are supported - by default the bindings will simply load the
; configured settings, but type=hold can be specified to have a preset
; active while the button is held, type=toggle can be used to make a simple
; on/off toggle, and type=cycle can be used to cycle between several presets.
;
; Delays (type=hold only) and linear or cosine trasition periods (any key type)
; can be used to better synchonrise setting changes to the game's animations,
; or to smoothly adjust UI elements over a short period of time.
;
; Key bindings: For A-Z and 0-9 on the number row, just use that single
; character. For everything else (including mouse buttons), use the virtual key
; name (with or without the VK_ prefix) or hex code from this article:
; http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx
;
; Key combinations can be specified by separating key names with spaces, e.g.
; "Shift Q". It is also possible to indicate that a key must *not* be held for
; the binding to activate, e.g. "NO_ALT F1" would prevent the binding from
; activating when taking a 3D Screenshot with Alt F1. "NO_MODIFIERS" may be
; used as a shorthand for excluding all standard modifiers (Ctrl, Alt, Shift,
; Windows).
;
; Keys can also be from XBox controllers using:
;   XB_LEFT_TRIGGER, XB_RIGHT_TRIGGER,
;   XB_LEFT_SHOULDER, XB_RIGHT_SHOULDER,
;   XB_LEFT_THUMB, XB_RIGHT_THUMB,
;   XB_DPAD_UP, XB_DPAD_DOWN, XB_DPAD_LEFT, XB_DPAD_RIGHT,
;   XB_A, XB_B, XB_X, XB_Y, XB_START, XB_BACK, XB_GUIDE
; By default all attached controllers are used - to associate a binding with a
; specific controller add the controller number 1-4 to the prefix, like
; XB2_LEFT_TRIGGER, though this may be more useful for hunting than playing.
;------------------------------------------------------------------------------------------------------
; VR option only
; [Key1]
;set high zoom on
; Key = ALT VK_UP
; type = hold
; modify here the first value you want to use for zoom increase
; w = 4.0

; [Key2]
;set  zoom on
; Key = ALT VK_DOWN
; type = hold
; modify here the first value you want to use for zoom increase
; w = 2.0
; [Key3]
;Fov Fix
; Key = ALT VK_LEFT
; type = cycle
; modify here the value you want to use for FOV increase
; x6 = 1.0, 1.25, 2, 1.0
; y6 = 0.5, 0.625, 1, 1.0
; modify here the first value you want to use for color increase
; z6 = 0.0, 0.1
; w6 = 1.0, 0.9

;VR and 3DVISION options
; toggle sight reduction
[Key4]
Key = k
type = cycle
y = 1.0, 0.0

; Example for changing default settings
;[Key1]
;Key = z
;separation = 100.0
;convergence = 4.0
;x = 0.98

; Example to support momentary hold type overrides, like aiming.
;[Key2]
;Key = RBUTTON
;convergence = 0.1
;type = hold

; Example for a toggle override.
;[Key3]
;Key = q
;separation = 0.1
;type = toggle
;y = 0.0

; Example for a momentary hold, but with a delay followed by a smooth
; transition (ms) on hold and release to sync better with the game. Note that
; delay only works with type=hold (for now), while transitions will work with
; all types.
;[Key4]
;Key = XB_LEFT_TRIGGER
;type = hold
;y = 0.25
;delay = 100
;transition = 100
;transition_type = linear
;release_delay = 0
;release_transition = 500
;release_transition_type = cosine

; Example of a cycle transition that might be used to provide several presets
; that set both convergence and UI depth to suit different scenes in a game.
; Cosine transitions are used to smooth the changes over 1/10 of a second.
;[Key5]
;Key = Q
;type = cycle
;convergence = 1.45, 1.13, 0.98
;z           = 0.25,  0.5, 0.75
;transition = 100
;transition_type = cosine


;------------------------------------------------------------------------------------------------------
; Shader hunting options.
; Default setup is to use keyboard similar to Helix presets
;------------------------------------------------------------------------------------------------------
[Hunting]

; 0: Release mode is with shader hunting disabled, optimized for speed.
; 1: Hunting mode enabled
; 2: Hunting mode "soft disabled" - can be turned on via the toggle_hunting key
hunting=0

; Highlight mode of currently selected shader / rendertarget.
; "skip" = skip shader. don't render anything using the currently selected shader.
; "original" = fall back to original shader if the currently selected shader was patched.
; "pink" = make the output hot pink to make it standout.
; "mono" = disable stereo for the selected shader / rendertarget.
; "zero" = shader output is all zero. NOTE: this has a big performance impact.
marking_mode=skip

; Key bindings: For A-Z and 0-9 on the number row, just use that single
; character. For everything else (including mouse buttons), use the virtual key
; name (with or without the VK_ prefix) or hex code from this article:
; http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx
;
; XBox controllers are supported using the same bindings as the [Key] sections
; (see above). If the game already uses the first controller you might try
; using the second controller for hunting with e.g. XB2_LEFT_SHOULDER

; rotate through all VISIBLE pixel shaders at the current scene.
previous_pixelshader = no_modifiers VK_UP
next_pixelshader = no_modifiers VK_DOWN
mark_pixelshader = no_modifiers VK_NUMPAD3

; rotate through all VISIBLE vertex shaders at the current scene.
previous_vertexshader = no_modifiers VK_LEFT
next_vertexshader = no_modifiers VK_RIGHT
mark_vertexshader = no_modifiers VK_NUMPAD6

; rotate through all USED index buffers at the current scene.
previous_indexbuffer = no_modifiers VK_NUMPAD7
next_indexbuffer = no_modifiers VK_NUMPAD8
mark_indexbuffer = no_modifiers VK_NUMPAD9

; rotate through all USED render targets at the current scene.
previous_rendertarget = no_modifiers VK_DIVIDE
next_rendertarget = no_modifiers VK_MULTIPLY
mark_rendertarget = no_modifiers VK_SUBTRACT

; rotate through all VISIBLE geometry shaders at the current scene.
; This is disabled since these keys are commonly pressed while alt+tabbed out
;previous_geometryshader = no_modifiers <
;next_geometryshader = no_modifiers >
;mark_geometryshader = no_modifiers /

; rotate through all VISIBLE domain shaders at the current scene.
; This is disabled since these keys are commonly pressed while alt+tabbed out
;previous_domainshader = no_modifiers [
;next_domainshader = no_modifiers ]
;mark_domainshader = no_modifiers \

; rotate through all VISIBLE hull shaders at the current scene.
; This is disabled only because it is rarely needed
;previous_hullshader = no_modifiers MINUS
;next_hullshader = no_modifiers EQUALS
;mark_hullshader = no_modifiers BACKSPACE

; rotate through all USED compute shaders at the current scene.
; Disabling compute shaders may cause crashes, so these are
; not enabled by default:
;previous_computeshader = no_modifiers PAGE_UP
;next_computeshader = no_modifiers PAGE_DOWN
;mark_computeshader = no_modifiers HOME

; Re-enable shaders once done with hunting:
done_hunting = no_modifiers VK_ADD

; Screenshot as pns
take_screenshot = no_modifiers VK_SNAPSHOT

; reload all fixes from ShaderFixes folder
reload_fixes = no_modifiers VK_F10

; Key to turn hunting itself on/off.  This will also show/hide overlay.
; Hunting must be set to either 1 or 2 to enable this toggle.
toggle_hunting = no_modifiers VK_NUMPAD0

; Key to reload the settings from the the d3dx.ini without restarting. This can
; be the same key as reload_fixes for convenience, or a different key may be
; used to avoid resetting the ini parameters every time the shaders are
; reloaded. Note that not all settings can be reloaded, so if something doesn't
; work as expected you may still have to restart the game:
reload_config = no_modifiers VK_F10

; Hold this key to temporarily disable the fix - useful to quickly check what
; an effect looked like in the original game.
show_original = no_modifiers VK_F9

; snapshots to be made upon any shader Mark.  These give you snapshot when the
; shader is disabled, as a way to correlate image to shader hash.
;  mark_snapshot=0  // none
;  mark_snapshot=1  // mono, simple snapshot
;  mark_snapshot=2  // stereo snapshot
mark_snapshot=2

; Auto-repeat key rate in events per second.
repeat_rate=6


; tunable parameter to use in modified shaders as variable (StereoParams.Load(int3(1,0,0)).xyzw)
; enabling tuning results in a small performance hit because the parameter texture
;tune_enable=1
;tune_step=0.1
;tune1_up=VK_INSERT
;tune1_down=VK_DELETE
;tune2_up=X
;tune2_down=Z


; Dumps out the contents of each render target after every immediate draw call
; for the next frame. Takes up a large amount of space, so disabled by default.
; analyse_frame = no_modifiers VK_F8

; Specifies options for the frame analysis feature. Options can be combined by
; separating them with a space.
;          log: Log draw calls and state changes (one log file per context)
;         hold: Continue analysing subsequent frames while the key is held
;  dump_rt_jps: Dumps out render targets as JPS files. These are the easiest to
;               work with and don't take up as much space as DDS files, but they
;               are not dumped for every render target and are missing some data.
;  dump_rt_dds: Dumps out render targets as DDS files. WARNING: This option may
;               require hundreds of gigabytes and a long time! Only use it if
;               you absolutely need more information than you can get otherwise.
;               Will also dump buffer type render targets & UAVs as .buf files.
;      dump_rt: Dumps render targets as JPS files when possible, or DDS when not.
;     clear_rt: Clears each render target the first time they are used in the
;               frame. Makes it easier to see what is being drawn if the game
;               doesn't clear them, but might cause some effects not to render.
;   dump_depth: Dumps depth/stencil targets as DDS files
; dump_tex_jps: Dumps textures as JPS files
; dump_tex_dds: Dumps textures as DDS files (Same warning as for dump_rt_dds)
;               Will also dump buffer type shader resource views as .buf files.
;     dump_tex: Dumps textures as JPS files when possible, or DDS when not.
;      dump_cb: Dumps constant buffers as binary .buf files
;  dump_cb_txt: Decodes constant buffers as an array of float4s
;      dump_vb: Dumps vertex buffers as binary .buf files
;  dump_vb_txt: Decodes vertex buffers as an array of float4s
;      dump_ib: Dumps index buffers as binary .buf files
;  dump_ib_txt: Decodes index buffers
; filename_reg: Normally the draw number is the first part of the filename so
;               that the files will be sorted in the order they were used in
;               the game. Sometimes it is more desirable to examine how a
;               specific output changed through the frame and this option will
;               place the register number first in the filename to allow that.
;         mono: Dump out mono textures instead of stereo. To dump both, specify
;               'mono stereo'. If neither are specified, defaults to stereo.
;dump_on_unmap: Dumps buffers/textures whenever the game maps them to the CPU
;               with the Map() / Unmap() calls. Typically used to update
;               constant buffers.
; analyse_options can also be specified in [ShaderOverride*] and
; [TextureOverride*] sections to set up triggers to change the options mid-way
; through a frame analysis, either for a single draw call (default), or
; permanently (by adding the 'persist' keyword).
; analyse_options = log dump_rt_dds clear_rt
analyse_options = log  clear_rt



;------------------------------------------------------------------------------------------------------
; Chain load other wrapper DLLs instead of system DLLs.
;------------------------------------------------------------------------------------------------------
[System]

;proxy_d3d9=d3d9_helix.dll
;proxy_d3d11=d3d11_helix.dll

; Options to use hooking instead of wrapping. Used in MGSV. Possible objects to hook include:
;   deferred_contexts
;   immediate_context
;   device
;   all - all of the above
; crash/hang workarounds:
;   except_set_shader_resources - work around crash on Win 7 with evil update
;   except_set_samplers - work around crash on Win 10
;   except_set_rasterizer_state - work around crash on Win 7 without evil update
;   skip_dxgi_factory - hack for MGSV, not recommended for other games as it
;                       may disable core 3DMigoto functionality in some cases
;   skip_dxgi_device - hack for MGSV on Win10 anniversary update
;   recommended - hook supported objects, safe workarounds enabled, skips not enabled
; hook=all

; Options to allow IDXGIFactory2 to be created and wrapped.  We have typically had good
; luck with returning an error for all non-dx11 requests, but some games error out
; with these checks in place.
; The allow_create_device allows D3D10 Device creation and is needed for some games.
; It has two options, allow_create_device=1, which will allow anything to go through
; without returning an error, and allow_create_device=2, which will force all requests
; to become D3D11 Devices, no matter what was passed in.
; The allow_platform_update option allows the D3D11Device1 and D3D11Context1
; interfaces introduced in Windows 8 and the platform update of Windows 7.
;
; Start with allow_check_interfaces, if that doesn't work then try allow_dxgi1_2,
; then try allow_create_device=2, lastly try allow_create_device=1
;
; Setting allow_dxgi1_2=2 may allow the Steam Overlay and Steam Controller to
; work in some games on Windows 7 and Windows 8, but could potentially disable
; core functionality in some cases, so only enable it if you need it.
;
; allow_check_interface=1
; allow_dxgi1_2=1
; allow_create_device=2
; allow_platform_update=1


;------------------------------------------------------------------------------------------------------
; Settings to force display device to a specific mode.
; Uncomment a value to force the specific setting.
;------------------------------------------------------------------------------------------------------
[Device]

; overrides screen resolution.
; width=1080
; height=1200

; overrides refresh rate set by game.
;refresh_rate=60

; filters available video modes to those providing given refresh rates.
; some games don't explicitely set the refresh rate, but use the video mode.
; use this if setting refresh_rate doesn't work.
;filter_refresh_rate=24,59,60

; full_screen=1 forces creation of full screen devices and swap chains.
; use this for 3dtvplay if game won't active stereo mode.
; full_screen=2 will also disable SetWindowPos which might help in some games.
; full_screen=1

; This toggles forcing the full screen mode on and off. It will not take effect
; immediately, but will change what happens the next time the game tries to
; change the fullscreen mode. This is a specific hack to workaround a bug in
; Unity games, which crash when alt+tabbing out from exclusive mode fullscreen.
;
; To switch out of a Unity game without it crashing:
; Enable this option, Press F7, Alt+Enter, Alt+Tab
;toggle_full_screen = no_modifiers VK_F7

; some games explicitely disable stereo, prohibiting any stereo attempts.
; settings this to 1 ignores all stereo disabling calls and also calls NvAPI_Stereo_Enable to force stereo on.
;force_stereo=1

; almost all DX11 games deactivate window message handling.
; setting this to 1 reenables print screen handling, alt-tab key handling etc.
;allow_windowcommands=1

; Indicates where the resolution is obtained for texture hashes. Comment this
; out to never special case hashes that match the resolution or a multiple.
; Possible values are swap_chain and depth_stencil. Recommended to test which
; works for a given game (e.g. CryEngine always creates a swap chain that
; matches the native resolution so has to use depth_stencil).
get_resolution_from = swap_chain


;------------------------------------------------------------------------------------------------------
; Settings for NVidia stereo driver.
;------------------------------------------------------------------------------------------------------
[Stereo]

; games which have their own stereo renderer disable the NVidia automatic
; stereo mode and render themselves into stereo buffers (Crysis 3 for example).
; Setting this to 1 disables the game stereo renderer and enables NVidia auto stereo mechanism.
; This also forces 'false' as a return for any request for NvAPI_Stereo_IsEnabled.
automatic_mode=0

; Some games (CryEngine games, for example) lock the separation & convergence
; to a specific value, which can be undesirable. Set this to 1 to ignore these
; requests from the game to unlock the separation:
unlock_separation=0
unlock_convergence=0

; games without predefined profiles can't save stereo settings.
; enabling this options automatically creates a profile for unknown games.
; Note that there is now a more flexible means to alter the game's profile -
; refer to the [Profile] section.
create_profile=0

; sets the global surface creation heuristic for NVidia stero driver.
; 0 = NVAPI_STEREO_SURFACECREATEMODE_AUTO - use driver registry profile settings for surface creation mode.
; 1 = NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO - Always create stereo surfaces.
; 2 = NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO - Always create mono surfaces.
;surface_createmode=1

; overrides surface creation mode for square surfaces.
;surface_square_createmode=1

; Force the NvAPI_Initialize to return an error so that games think stereo and NVidia is unavailable.
force_no_nvapi=0


;------------------------------------------------------------------------------------------------------
; Settings for GPU manipulations.
; Render settings override
;------------------------------------------------------------------------------------------------------
[Rendering]

; GPU program manipulations.

; Type of shader hashes in use:
;   3dmigoto = Traditional hash used by 3DMigoto (unseeded software FNV-1)
;   embedded = Use the first half of the MD5-like hash embedded within the
;              shaders to skip the hash calculation altogether.
;   bytecode = Only hash bytecode and signatures with hardware accelerated
;              CRC32C. Used to minimise duplicate shaders in certain games, but
;              potentially carries a higher risk of hash collisions between
;              unrelated shaders in some games (e.g. that only differ in
;              variable names). May occasionally avoid hash changes on game
;              updates due to changes in the game developer's build environment
;              (shader compiler version, build path embedded in debug info,
;              constants renamed, etc). Will not avoid hash changes if the
;              shader code, constant values, etc are changed.
shader_hash = 3dmigoto

; Shaders in game will be replaced by these custom shaders.
override_directory=ShaderFixes

; Automatically patched shaders will be written here if caching is enabled.
cache_directory=ShaderCache

; Shaders that are directly compiled by the game, instead of binary, go here.
storage_directory=ShaderFromGame

; cache all compiled .txt shaders into .bin. this removes loading stalls.
cache_shaders=0

; thread save data structure access. required on multithreaded rendering.
use_criticalsection=1

; Setting this option disables scissor limits
rasterizer_disable_scissor=1

; Tracks copies and updates to textures which may cause their hash to become
; out of sync with their contents - enable if texture hashes seem unreliable:
;track_texture_updates=1

; Registers where the StereoParams and IniParams textures will be assigned -
; change if the game already uses these registers. Newly decompiled shaders
; will use the new registers, but existing shaders will not be updated - best
; workflow is to remove ShaderCache after changing these and run a search and
; replace on all shaders in ShaderFixes. Set to -1 to disable if not required.
stereo_params = 125
ini_params = 120

;------------------------------------------------------------------------------------------------------
; Analyzation options.
;
; save all autofixed shaders as HLSL
export_fixed=0

; save all shaders sent to DX11 as ASM, or as HLSL text files if compiled by game.
export_shaders=0

; save all shaders seen as HLSL code, autofixed or not. 1= HLSL only, 2=HLSL+OriginalASM, 3=HLSL+OriginalASM+RecompiledASM
export_hlsl=0

; stores a ShaderUsage.txt file on any marking button press.
dump_usage=1

;------------------------------------------------------------------------------------------------------
; Automatic shader fixes. Those settings here apply only on newly read shaders.
; All existing *_replace.txt or *_replace.bin files are not tampered with.
; If you change settings here, the best workflow is to delete all shaders in
; the shader cache directory and let them be fixed again.

; Stereoize all shader parameters with position semantic.
fix_sv_position=0

; Pixel depth evaluation.
;fix_ZRepair_DepthTexture1=SceneDepthTexture.x
;fix_ZRepair_Dependencies1=MinZ_MaxZRatio
;fix_ZRepair_ZPosCalc1=zTex * MinZ_MaxZRatio.z - MinZ_MaxZRatio.w
;fix_ZRepair_DepthTexture2=SceneDepthTexture.x
;fix_ZRepair_Dependencies2=
;fix_ZRepair_ZPosCalc2=zTex
;fix_ZRepair_PositionTexture=PositionTexture
;fix_ZRepair_PositionCalc=1024 * %s

; Inject depth texture if other depth sources are unavailable.
;fix_ZRepair_DepthTextureHash=8a19f087b004598f

; Correct inverse transformations in pixel shaders using evaluated depth.
;fix_InvTransform=ScreenToLight,InverseTranslatedViewProjectionMatrix

; Back projection coordinate fix.
;
; Available variables in expressions:
; stereoParams.x = Separation value in range [0..1] or [-0..-1] dependent on active eye
; stereoParams.y = Convergence value in w coordinates (1/z)
; stereoParams.z = -1/1 for left/right eye
; stereoParams.w = Separation value without eye separation
; stereoTune.x = tune value 1 (default is 1)
; stereoTune.y = tune value 2 (default is 1)
; stereoTune.z = tune value 3 (default is 1)
; stereoTune.w = tune value 4 (default is 1)
; stereoScreenRes.x = Primary swap chain backbuffer horizontal resolution
; stereoScreenRes.y = Primary swap chain backbuffer vertical resolution
; zpos = current pixel z position in pixel shader
; wpos = current pixel w position in pixel shader

; Send inverse transformations from vertex shaders to pixel shaders.
;fix_BackProjectionTransform1=ScreenToTranslatedWorldMatrix._m00,ScreenToTranslatedWorldMatrix._m02,ScreenToTranslatedWorldMatrix._m01
;fix_BackProjectionTransform2=ScreenToWorld._m00,ScreenToWorld._m02,ScreenToWorld._m01

; Position variables to correct in pixel shaders.
;fix_ObjectPosition1=PointPositionAndInverseRadius
;fix_ObjectPosition1Multiplier=1, (stereoScreenRes.x/stereoScreenRes.y)*0.5, -0.5
;fix_ObjectPosition2=SpotPositionAndInverseRadius
;fix_ObjectPosition2Multiplier=1, (stereoScreenRes.x/stereoScreenRes.y)*0.5, -0.5

; Matrix multiplications to correct in pixel shaders.
;fix_MatrixOperand1=TranslatedWorldToShadowMatrix
;fix_MatrixOperand1Multiplier=1, (stereoScreenRes.x/stereoScreenRes.y)*0.5 - viewDirection.z*0.05 + (0.02791946-stereoParams.x/stereoParams.w), 0

; autofix shader option: recompiles all vertex shaders. fixes minor differences in deferred rendering.
;recompile_all_vs=0

;------------------------------------------------------------------------------------------------------
; Shader manipulations without patches + shader filtering.
;------------------------------------------------------------------------------------------------------
;[ShaderOverride1]
;Hash=69732c4f23cb6c48
; Custom stereo separation value while rendering objects using this shader.
;Separation=0
; Custom stereo convergence value while rendering objects using this
; shader (e.g. convergence=0 will move an object to infinity).
;Convergence=0
; don't draw anything using this shader.
;Handling=skip
; advanced option: use this to override only if this shader is used rendering the given index buffer.
;IndexBufferFilter=b3e56ebc
; Use replaced shader only when there is no active depth buffer (for UI filtering)
;depth_filter = depth_inactive
; Use replaced shader only when there *IS* an active depth buffer (for UI filtering)
;depth_filter = depth_active
; Only use replaced shader when it is used in conjunction with a specific shader
; (e.g. to adjust a vertex shader ONLY when it is used with a specific pixel shader)
;partner=af7b880f07630615
; Override a value from [Constants] when this shader is used:
;x=2.0
; Pass the dimensions of the active render target and resolution (obtained with
; get_resolution_from) into the shader:
;x1=rt_width
;y1=rt_height
;z1=res_width
;w1=res_height
; Use t0 from active pixel shader for texture filtering. Will be 0 if no
; [TextureOverride*] section exists for the texture or 1 if one does. For advanced
; filtering, set a value for filter_index in the [TextureOverride] section.
;x2=ps-t0
; Override the shader model to allow using newer features like Texture2DMS:
;model=vs_5_0
; There's also support for copying textures, constant buffers, depth buffers,
; etc. from one shader to another. This is a complex topic - see this page:
;    https://github.com/bo3b/3Dmigoto/wiki/Resource-Copying
[ShaderOverrideSightPS]
Hash=8f86f33af0e792d3
post ResourceFilterLabel = copy o0
; analyse_options = log dump_rt_dds clear_rt
z=ps-t0

[ShaderOverrideGlobalPSIconName]
Hash=166ebb009a63feda
ps-t100 = ResourceFilterLabel

[ShaderOverrideGlobalPSIconDot]
Hash=0e7f95e10edfcbc5
ps-t100 = ResourceFilterLabel


; [ShaderOverrideSightVS]
; Hash=3673df464187c39e
; z=vs-t0

;------------------------------------------------------------------------------------------------------
; texture / render target manipulations
;------------------------------------------------------------------------------------------------------
;
; NOTE: If you are trying to match a texture the same size as the resolution (or
; a /2, x2, x4 or x8 multiple), you should confirm that the same hash is used
; on different resolutions, and adjust get_resolution_from if necessary.
;
; NOTE: If you find a texture hash seems to change inconsistently, try enabling
; track_texture_updates in the [Rendering] section.
;
;[TextureOverride1]
;Hash=c3e55ebd
; NVidia stores surface creation mode heuristics in the game profile. setting
; this option overrides the creation mode for a given texture / buffer.
; 0 = NVAPI_STEREO_SURFACECREATEMODE_AUTO - use driver registry profile settings.
; 1 = NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO - create stereo surface.
; 2 = NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO - create mono surface.
;StereoMode=2

;[TextureOverride2]
;Hash = e27b9d07
; Prevent the game reading from this texture - will give the game a blank
; buffer instead. Used to prevent CryEngine games falsely culling objects. Use
; debug logging and look for Map calls to identify possible hashes.
;deny_cpu_read=1
; Expand the region copied to this texture with CopySubresourceRegion (similar
; issue to rasterizer_disable_scissor). Used to solve issues with transparent
; refraction effects (like glass) in CryEngine games.
;expand_region_copy=1

[TextureOverrideSightRu]
Hash=b0082bbb
filter_index=1

[TextureOverrideSightI16]
Hash=0955cd7b
filter_index=1

[TextureOverrideSightGer]
Hash=0f75a151
filter_index=2

[TextureOverrideSightUS]
Hash=0751e375
filter_index=3

[TextureOverrideSightIt]
Hash=1881c9c3
filter_index=4

[TextureOverrideSightSpit]
Hash=345d7eb0
filter_index=5


;------------------------------------------------------------------------------------------------------
; Example of settings override by mouse button configuration
; Mapping of from game provided hard coded convergence values to custom values
; Those are values for L.A. Noir
; Example of settings override by mouse button configuration
;------------------------------------------------------------------------------------------------------
;[ConvergenceMap]

;Map1=from 3e99999a to 0.3
;Map2=from 3f800000 to 1.0
;Map3=from 3f666666 to 0.9


;------------------------------------------------------------------------------------------------------
; Updates the game's driver profile on launch.
;
; Any changes here will require the user to OK a UAC prompt the first time they
; run the game, but the DLL tries to only do that if it is actually required.
;------------------------------------------------------------------------------------------------------
[Profile]
; This setting should always be added to a profile - it is required for a
; number of other settings to work, as well as allowing the convergence to be
; saved. If you are customising a profile you should **always uncomment this**:
;StereoProfile = 1
;
; This setting enables stereo compute shaders, which is requires to fix a lot
; of "one eye" type rendering issues in many DX11 games:
;StereoFlagsDX10 = 0x00004000
;
; This sets the default convergence in the profile. Note that 3DMigoto will
; happily override the default value from the driver, but will only override
; the user's custom convergence if it has another reason to update the profile,
; such as a change to another setting (adding a version tag to the Comments
; setting would be one way to force an update):
;StereoConvergence = 0.5
;
; This changes the green text that the driver displays, and is a good place to
; put any reminders to display to the user or just take some credit:
;Comments = "Such and such 3D fix by an awesome modder. Disable motion blur!"
;
; Change the rating: "0": 3D Vision Ready, "1": Excellent, "2": Good,
;                    "3": Fair, "4": Not Recommended
;Compat = "0"
;
; If you have added some comments, you probably want to force the green text to
; show up when the game is next run. Note that like convergence, 3DMigoto will
; only override a user setting here if something else has also been updated
; (such as Comments), so this will usually only show up the first time a user
; runs the game after installing the fix (be sure to enable StereoProfile).
;StereoMemoEnabled = 1
;
; Disable compatibility mode to make sure users are seeing the real deal. Like
; convergence, 3DMigoto will respect the users custom settings here:
;Disable2DD = 1
;
; Put a reminder in the green text of compatibility mode that they are not
; seeing the real deal:
;2DD_Notes = "Compatibility mode is enabled. To use the fix, please disable it with Ctrl+Alt+F11"
;
; These two options change which constant buffers the driver uses to pass the
; separation and convergence to any Vertex and Domain shaders it has modified.
; The default value is 12, and you may need to change it if the game already
; uses that constant buffer for any purpose, which should be apparent as you
; will see 2D geometry on any shader that uses this. You should avoid using
; these constant buffers yourself unless you understand the nuances involved.
;DX10VSCBNumber = 12
;DX10DSCBNumber = 12
;
; If a setting doesn't have a name or you don't know what it is (check the
; d3d11_log.txt for the names of all settings in this profile), you can use the
; hex ID (in fact, you can even paste a complete profile from Geforce Profile
; Manager - just be sure to delete any corrupt string settings if you do):
;0x1033cec2 = 0x00000002
;
; There are many more options, and we have tried to document them here -
; *please* edit this page if you figure out anything new:
; http://wiki.bo3b.net/index.php?title=Driver_Profile_Settings


;------------------------------------------------------------------------------------------------------
; Commands to run from the Present call at the start/end of each frame
;
; Useful to clear custom resources or ini params at the start of each frame, or
; to run a custom shader to do whatever you can dream up.
;------------------------------------------------------------------------------------------------------
[Present]
ResourceFilterLabel = null
; Clear an ini param at the start of each frame:
; x = 0
; Clear a custom resource at the start of each frame:
; ResourceDepthBuffer = null
; Uncomment to enable a custom shader that allows the stereo output mode to be
; changed to Side-by-Side or Top-and-Bottom:
; run = CustomShader3DVision2SBS

[ResourceFilterLabel]
max_copies_per_frame = 1