So i;ve tried to use it! And it looks awesome, might need bit of tweaking on the colors though.
What i've done:
1. Downloaded the files from here:
http://www.mediafire.com/?om7bzxc7488wrj32. extracted them and copied them to:
C:\Program Files (x86)\Origin Games\Battlefield 33. Opened injFX_Settings.h with notepad++ and replaced the contents with the code below:
Code:
/*======================================================================================
"USER" ADJUSTABLE SETTINGS
======================================================================================*/
// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results
/*------------------------------------------------------------------------------
FILTER SELECTION
------------------------------------------------------------------------------*/
// Comment to deactivate an effect.
// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP
#define USE_ANTI_ALIASING
#define USE_PRE_SHARPEN
//#define USE_BLOOM *NOT WORKING
#define USE_TECHNICOLOR
#define USE_TONEMAP
//#define USE_SEPIA
//#define USE_VIGNETTE
#define USE_POST_SHARPEN
//#define USE_FINAL_LIMITER
/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 0.25; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.154; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0358; // Lower the value for more smoothing
/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 1; //0 = Disable | 1 = Enable
// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.6
#define CoefBlur 1.5
// Set values of the sharpening amount
#define SharpenEdge 0.25
#define Sharpen_val0 1.5
/*------------------------------------------------------------------------------
BLOOM
------------------------------------------------------------------------------*/
// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp
#define NUM_SAMPLES2 8 // Must be set with a value dividable by 2
float BloomPreset = 3.5; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.
float BloomThreshold = 3.5; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)
float BloomWidth = 3.5; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)
float BloomPower = 3.5; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)
/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.01 // 1.00 = Max
#define TechniPower 4.50 // lower values = whitening
// lower values = stronger channel
#define redNegativeAmount 0.80 // 1.00 = Max
#define greenNegativeAmount 1.00 // 1.00 = Max
#define blueNegativeAmount 0.99 // 1.00 = Max
/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 0.9
#define Exposure 0.00
#define Saturation 1.75 // use negative values for less saturation.
#define BlueShift 0.0 // Higher = more blue in image.
#define Bleach 0.05 // Bleach bypass, higher = stronger effect
#define Defog 0.1 // Strength of Lens Colors.
#define FogColor float4(0.04, 0.295, 0.11, 3.1) //Lens-style color filters for Blue, Red, Yellow, White.
/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Earthyellow // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define GreyPower 2 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the grey color you wish to blend in
#define SepiaPower 0 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the color tone you wish to blend in
/*------------------------------------------------------------------------------
VIGNETTE
------------------------------------------------------------------------------*/
// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.
#define VignetteRadius 0.65 // lower values = stronger radial effect from center
#define VignetteAmount -0.65 // Strength of black. -2.00 = Max Black, 1.00 = Max White.
/*------------------------------------------------------------------------------
POST_SHARPEN
------------------------------------------------------------------------------*/
// Controls additional sharpening applied after previous processing. Strength should be max 0.25!
float Sharpen = 0.025;
/*------------------------------------------------------------------------------
FINAL_LIMITER
------------------------------------------------------------------------------*/
// Controls the strenght of the limiter. 1.000 for default setting
int LimiterStrenght = 1.000;
4. Set my ingame settings to this:

5. Played the game!
Which looked like this:
[youtube]http://www.youtube.com/watch?v=A5mYrJVUd1Q[/youtube]