source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaderenv.h @ 3373

Revision 3373, 1.5 KB checked in by mattausch, 15 years ago (diff)

working well

RevLine 
[2886]1#ifndef __SHADERENV_H
2#define __SHADERENV_H
3
[2966]4
5////////////
6//-- ssao + gi parameters
[3340]7
[3360]8//#define NUM_PRECOMPUTED_SAMPLES 8124
9#define NUM_PRECOMPUTED_SAMPLES 4096
[3372]10//#define NUM_PRECOMPUTED_SAMPLES 16
[3331]11
[3372]12#define NUM_SAMPLES 32
13//#define NUM_SAMPLES 24
[3363]14//#define NUM_SAMPLES 32
[3371]15//#define NUM_SAMPLES 64
[2886]16
[3372]17#define MIN_SAMPLES 8
[3368]18//#define MIN_SAMPLES 48
[3230]19
[3108]20#define DISTANCE_SCALE 1e-2f
[2886]21
[3081]22//#define ILLUM_INTENSITY 8e-2f
[3115]23#define ILLUM_INTENSITY 5e-3f
[3212]24/// scale factor that takes angle of sample normal into account
[3017]25#define VIEW_CORRECTION_SCALE 1.0f
[2886]26
[3362]27//#define SSAO_CONVERGENCE_THRESHOLD 300.0f
[3373]28#define SSAO_CONVERGENCE_THRESHOLD 700.0f
29//#define SSAO_CONVERGENCE_THRESHOLD 1300.0f
[3227]30//#define SSAO_CONVERGENCE_THRESHOLD 1500.0f
[3167]31
[3206]32
[3107]33////////
34//-- reprojection
35
[3354]36#define MIN_DEPTH_DIFF 1e-3f
[3230]37#define DYNAMIC_OBJECTS_THRESHOLD 1e-8f
[3107]38
39
[2966]40/////////
41//-- shadowing
42
43#define NUM_PCF_TABS 16
44
45
[2974]46//////////
47//-- Tone mapping
[2966]48
[2975]49#define MINLOGLUM (-10.0f)
[2974]50#define MAXLOGLUM 10.0f
51
[2975]52#define INV_LOGLUM_RANGE 0.05f
53#define LOGLUM_RANGE 20.0f
54
[3010]55#define MAX_LOD_LEVEL 10
[3160]56/// burnout (really bright regions will be saturated to white)
[3010]57#define WHITE_LUMINANCE 3e4f
[2991]58
[3214]59#define TONE_MAPPING_EXPONENTIAL_FACTOR 1e-1f
[3079]60
[3214]61
[3010]62///////////////////
[2991]63
[3103]64#define NUM_DOWNSAMPLES 9
[3010]65
[3232]66#define NUM_DOF_TABS 16
[3083]67
[3372]68#define USE_GTX
[3232]69
[3314]70#define SSAO_FILTER_RADIUS 5
[3299]71
[3304]72#define DEPTH_THRESHOLD 1e10f
73
[3340]74#define PERFORMANCE_TEST 1
[3304]75
[3372]76#define USE_OPTIMIZATION 1
[3362]77
78
[2886]79#endif // __SHADERENV_H
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