I use an XFX Radeon HD 6970 2GB.
In the MasterEffect.h missing a few lines. When I insert this, the error message will disappear in the top left. But the menus and the sky will receive a white glow. Could be a bloom effect, I'm not sure.
//AMBIENT OCCLUSION - GLOBAL PARAMETERS
#define AO_METHOD 6 //[1 to 2] 1: SSAO | 2: Raymarch AO | 3: HBAO | 4: SSGI | 5: Raymarch HBAO | 6: Alchemy SAO
#define AO_TEXSCALE 1.00 //[0.25 to 1.0] Scale of AO resolution, 1.0 means fullscreen. Lower resolution means less pixels to process and more performance but also less quality.
#define AO_SHARPNESS 0.8 //[0.05 to 2.0] 1: AO sharpness, higher means more sharp geometry edges but noisier AO, less means smoother AO but blurry in the distance.
#define AO_SHARPNESS_DETECT 2 //[1 or 2] AO must not blur over object edges. 1 : edge detection by depth (old) 2 : edge detection by normal (new). 2 is better but produces some black outlines.
#define AO_BLUR_STEPS 11 //[5 to 15] Offset count for AO smoothening. Higher means more smooth AO but also blurrier AO.
#define AO_DEBUG 0 //[0 to 2] Enables raw debug output. 1: occlusion | 2: color bouncing (SSGI only!)
#define AO_LUMINANCE_CONSIDERATION 1 //[0 or 1] Enables dampening of AO intensity on bright pixels, to preserve bright light sprites or beter lit areas. Not for GI!
#define AO_LUMINANCE_LOWER 0.3 //[0.0 to 1.0] Lower brightness threshold where AO starts to fade out. Below this threshold AO has full power.
#define AO_LUMINANCE_UPPER 0.8 //[0.0 to 1.0] Upper brightness threshold where AO starts to fade out. Above this threshold AO is 0.
#define AO_FADE_START 0.4 //[0.0 to 1.0] Distance from camera where AO starts to fade out. 0.0 means camera itself, 1.0 means infinite distance.
#define AO_FADE_END 0.9 //[0.0 to 1.0] Distance from camera where AO fades out completely. 0.0 means camera itself, 1.0 means infinite distance.
//AMBIENT OCCLUSION - SSAO
#define iSSAOSamples 16 //[32 to 128] Amount of samples. Don't set too high or shader compilation time goes through the roof.
#define fSSAOSamplingRange 80.0 //[10.0 to 50.0] SSAO sampling range. High range values might need more samples so raise both.
#define fSSAODarkeningAmount 1.5 //[0.0 to 5.0] Amount of SSAO corner darkening
#define fSSAOBrighteningAmount 1.0 //[0.0 to 5.0] Amount of SSAO edge brightening
//AMBIENT OCCLUSION - RAYMARCH SSAO
#define iRayAOSamples 24 //[10 to 78] Amount of sample "rays" Higher means more accurate AO but also less performance.
#define fRayAOSamplingRange 0.0005 //[0.0001 to 0.02] Range of AO sampling. Higher values ignore small geometry details and shadow more globally.
#define fRayAOMaxDepth 0.02 //[0.01 to 0.2] Range clip factor to avoid far objects to occlude close objects just because they are besides each other on screen.
#define fRayAOMinDepth 0.0003 //[0.000 to 0.001] Minimum depth difference cutoff to prevent (almost) flat surfaces to occlude themselves.
#define fRayAOPower 2.0 //[0.2 to 5.0] Amount of darkening.
//AMBIENT OCCLUSION - HBAO
#define iHBAOSamples 9 //[7 to 36] Amount of samples. Higher means more accurate AO but also less performance.
#define fHBAOSamplingRange 2.6 //[0.5 to 5.0] Range of HBAO sampling. Higher values ignore small geometry details and shadow more globally.
#define fHBAOAmount 3.0 //[1.0 to 10.0] Amount of HBAO shadowing.
#define fHBAOClamp 0.1 //[0.0 to 1.0] Clamps HBAO power. 0.0 means full power, 1.0 means no HBAO.
#define fHBAOAttenuation 0.02 //[0.001 to 0.2] Affects the HBAO range, prevents shadowing of very far objects which are close in screen space.
//AMBIENT OCCLUSION - SSGI
#define iSSGISamples 24 //[5 to 24] Amount of SSGI sampling iterations, higher means better GI but less performance.
#define fSSGISamplingRange 0.4 //[5.0 to 80.0] Radius of SSGI sampling.
#define fSSGIIlluminationMult 4.5 //[1.0 to 8.0] Multiplier of SSGI illumination (color bouncing/reflection).
#define fSSGIOcclusionMult 0.8 //[1.0 to 10.0] Multiplier of SSGI occlusion.
#define fSSGIModelThickness 50.0 //[0.5 to 100.0] Amount of unit spaces the algorithm assumes the model's thickness. Lower if scene only contains small objects.
#define fSSGISaturation 1.8 //[0.2 to 2.0] Saturation of bounced/reflected colors.
//AMBIENT OCCLUSION - RAYMARCH HBAO
#define iRayHBAO_StepCount 9 //[5 to 32] Amount of steps to march per direction to check for occluders.
#define iRayHBAO_StepDirections 10 //[5 to 25] Amount of rays / directions to march to check for occluders.
#define fRayHBAO_SampleRadius 0.005 //[0.001 to 0.01] Range of AO sampling. Higher values ignore small geometry details and shadow more globally.
#define fRayHBAO_Attenuation 2.0 //[0.4 to 5.0] Sampling attenuation. Used for ignoring objects that are close onscreen but actually far away (i.e. sky and player).
#define fRayHBAO_AngleBiasTan 0.0 //[0.0 to 1.0] Angle bias in tangent space. Used for ignoring occluders that don't have a big angle difference to the source, i.e. flat surfaces that may shadoe themselves.
//AMBIENT OCCLUSION - SCALABLE AMBIENT OBSCURANCE
#define fSAOIntensity 6.0 //[1.0 to 10.0] Linearly multiplies AO intensity.
#define fSAOClamp 2.5 //[1.0 to 10.0] Higher values shift AO more into black. Useful for light gray AO caused by high SAO radius.
#define fSAORadius 2.3 //[1.0 to 10.0] SAO sampling radius. Higher values also lower AO intensity extremely because of Alchemy's extremely retarded falloff formula.
#define fSAOBias 0.2 //[0.001 to 0.05] Minimal surface angle for AO consideration. Useful to prevent self-occlusion of flat surfaces caused by floating point inaccuracies.
#define iSAOSamples 18 //[10 to 96] Amount of SAO Samples. Maximum of 96 is defined by formula.
I tried to change the values of the added lines, to no avail. The previous values of the existing lines I have over taken.
Unfortunately, I can paste any links or pictures, will that still supply later when I have enough posts.