If that's the vkBasalt.conf file, sure, here it is, though I probably stole this from somewhere else online and most of it seems to be commented out:
vkBasalt.conf
#effects is a colon separated list of effect to use
#e.g.: effects = fxaa:cas
#effects will be run in order from left to right
#one effect can be run multiple times e.g. smaa:smaa:cas
#cas - Contrast Adaptive Sharpening
#dls - Denoised Luma Sharpening
#fxaa - Fast Approximate Anti-Aliasing
#smaa - Enhanced Subpixel Morphological Antialiasing
#lut - Color LookUp Table
effects = cas:clarity:curves:multilut:dls:smaa:fxaa
clarity = "/opt/reshade/shaders/Clarity.fx"
curves = "/opt/reshade/shaders/Curves.fx"
multilut = "/opt/reshade/shaders/MultiLUT.fx"
bloom = "/opt/reshade/shaders/Bloom.fx"
reshadeTexturePath = "/opt/reshade/textures"
reshadeIncludePath = "/opt/reshade/shaders/"
depthCapture = off
#toggleKey toggles the effects on/off
toggleKey = Home
#Clarity.fx
ClarityBlendIfDark=50
ClarityBlendIfLight=205
ClarityBlendMode=2
ClarityDarkIntensity=0.400000
ClarityLightIntensity=0.000000
ClarityOffset=2.000000
ClarityRadius=3
ClarityStrength=0.600000
ClarityViewBlendIfMask=0
ClarityViewMask=0
#Curves.fx
Contrast=0.100000
Formula=4
Mode=0
#MultiLUT
fLUT_AmountChroma=0.750000
fLUT_AmountLuma=0.750000
fLUT_LutSelector=1
#casSharpness specifies the amount of sharpning in the CAS shader.
#0.0 less sharp, less artefacts, but not off
#1.0 maximum sharp more artefacts
#Everything in between is possible
#negative values sharpen even less, up to -1.0 make a visible difference
casSharpness = 0.8
#dlsSharpness specifies the amount of sharpening in the Denoised Luma Sharpening shader.
#Increase to sharpen details within the image.
#0.0 less sharp, less artefacts, but not off
#1.0 maximum sharp more artefacts
dlsSharpness = 1.0
#dlsDenoise specifies the amount of denoising in the Denoised Luma Sharpening shader.
#Increase to limit how intensely film grain within the image gets sharpened.
#0.0 min
#1.0 max
dlsDenoise = 0.17
#fxaaQualitySubpix can effect sharpness.
#1.00 - upper limit (softer)
#0.75 - default amount of filtering
#0.50 - lower limit (sharper, less sub-pixel aliasing removal)
#0.25 - almost off
#0.00 - completely off
fxaaQualitySubpix = 0.75
#fxaaQualityEdgeThreshold is the minimum amount of local contrast required to apply algorithm.
#0.333 - too little (faster)
#0.250 - low quality
#0.166 - default
#0.125 - high quality
#0.063 - overkill (slower)
#fxaaQualityEdgeThreshold = 0.125
#fxaaQualityEdgeThresholdMin trims the algorithm from processing darks.
#0.0833 - upper limit (default, the start of visible unfiltered edges)
#0.0625 - high quality (faster)
#0.0312 - visible limit (slower)
#Special notes: due to the current implementation you
#Likely want to set this to zero.
#As colors that are mostly not-green
#will appear very dark in the green channel!
#Tune by looking at mostly non-green content,
#then start at zero and increase until aliasing is a problem.
#fxaaQualityEdgeThresholdMin = 0.0312
#smaaEdgeDetection changes the edge detection shader
#luma - default
#color - might catch more edges, but is more expensive
#smaaEdgeDetection = luma
#smaaThreshold specifies the threshold or sensitivity to edges
#Lowering this value you will be able to detect more edges at the expense of performance.
#Range: [0, 0.5]
#0.1 is a reasonable value, and allows to catch most visible edges.
#0.05 is a rather overkill value, that allows to catch 'em all.
#smaaThreshold = 0.1
#smaaMaxSearchSteps specifies the maximum steps performed in the horizontal/vertical pattern searches
#Range: [0, 112]
#4 - low
#8 - medium
#16 - high
#32 - ultra
#smaaMaxSearchSteps = 32
#smaaMaxSearchStepsDiag specifies the maximum steps performed in the diagonal pattern searches
#Range: [0, 20]
#0 - low, medium
#8 - high
#16 - ultra
#smaaMaxSearchStepsDiag = 16
#smaaCornerRounding specifies how much sharp corners will be rounded
#Range: [0, 100]
#25 is a reasonable value
#smaaCornerRounding = 25
Visualisation showing the elemental makeup of the human body and tracing those elements back to their cosmic origins—the Big Bang and ancient stars.
Here's a breakdown of what the image shows:
I AM MADE OF STAR STUFF
The graphic highlights that the elements that make up your body come from two main sources in the universe:
* From Ancient Stars
(The process is called nucleosynthesis, where stars fuse elements together and then spread them when they die):
* Oxygen: 65%
* Carbon: 18.5%
* Nitrogen: 3.2%
* Calcium: 1.5%
* From the Big Bang
(The very first elements created right after the universe began):
* Hydrogen: 9.5%
The remaining very small percentages are made up of trace elements. It's a powerful way of visualising Carl Sagan's famous quote: "The cosmos is within us. We are made of star-stuff."
The graphic is branded with CERN and Google Arts & Culture, suggesting it's from a collaborative project they did, perhaps an interactive display or online tool.
its a good, clear and insightful listening piece for us, who once thought the internet were a great thing and somehow still wonder how it could turn into merde so quickly, but you could also give it to your aunt that always says, she does not care about being spied on, as she has nothing to hide.
posting this on mastodon is admittedly preachin to the choir, but if
@pluralistic is right, y'all still have twitter accounts?! so maybe listen to it and boost it and then copy paste it on to the muskian shit pile, or on to your favorite zuckerbergian extraction scheme, or.. you'll know where to go.. :)
Watercolor painting, square format: a dark gray potted geranium. The flowers are white edged with reddish pink and dark pink centers. Lots of colors of green leaves. Watery phthalo blue background with hints in gray of a shadow and maybe a white rimmed plate under the pot.
What software tools do you use that are gaming related?
Anything to make gaming easier, especially non-Steam. I'll list what I know of so far: ...