source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaderenv.h @ 3143

Revision 3143, 1.1 KB checked in by mattausch, 16 years ago (diff)

managed to remove halo by modifying depth / normal discontinuity filter

RevLine 
[2886]1#ifndef __SHADERENV_H
2#define __SHADERENV_H
3
[2966]4
5////////////
6//-- ssao + gi parameters
7
[3128]8#define NUM_SAMPLES 8
[3142]9//#define NUM_SAMPLES 8
[2886]10
[2930]11// for quadratic falloff
[3143]12//#define SAMPLE_INTENSITY 0.2f
[3128]13#define SAMPLE_INTENSITY 0.07f
14//#define SAMPLE_INTENSITY 0.015f
[2886]15
[3017]16#define SAMPLE_RADIUS 8e-1f
[2886]17
[3016]18//#define DISTANCE_SCALE 1e-1f
[3108]19#define DISTANCE_SCALE 1e-2f
[3103]20//#define DISTANCE_SCALE 0.2f
[2886]21
[3081]22//#define ILLUM_INTENSITY 8e-2f
[3115]23#define ILLUM_INTENSITY 5e-3f
[2886]24
[3017]25#define VIEW_CORRECTION_SCALE 1.0f
[2886]26
[2966]27
[3107]28////////
29//-- reprojection
30
[3120]31#define MIN_DEPTH_DIFF 5e-3f
[3107]32#define PRECISION_SCALE 1e-1f
33
34
[2966]35/////////
36//-- shadowing
37
38#define NUM_PCF_TABS 16
39
40
[2974]41//////////
42//-- Tone mapping
[2966]43
[2975]44#define MINLOGLUM (-10.0f)
[2974]45#define MAXLOGLUM 10.0f
46
[2975]47#define INV_LOGLUM_RANGE 0.05f
48#define LOGLUM_RANGE 20.0f
49
[3010]50#define MAX_LOD_LEVEL 10
[3107]51// burnout (really bright regions will be saturated to white)
[3010]52#define WHITE_LUMINANCE 3e4f
[2991]53
[3079]54
[3010]55///////////////////
[2991]56
[3103]57#define NUM_DOWNSAMPLES 9
[3010]58
[3134]59//#define NUM_SSAO_FILTERSAMPLES 25
[3139]60#define NUM_SSAO_FILTERSAMPLES 16
[3134]61//#define NUM_SSAO_FILTERSAMPLES 81
[3010]62
[3083]63
64
[2886]65#endif // __SHADERENV_H
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