#ifndef __SHADERENV_H #define __SHADERENV_H //////////// //-- ssao + gi parameters #define NUM_SAMPLES 8 //#define NUM_SAMPLES 24 // for quadratic falloff //#define SAMPLE_INTENSITY 0.2f #define SAMPLE_INTENSITY 0.07f //#define SAMPLE_INTENSITY 0.01f //#define SAMPLE_INTENSITY 0.075f //#define SAMPLE_INTENSITY 0.2f #define SAMPLE_RADIUS 8e-1f //#define DISTANCE_SCALE 1e-1f #define DISTANCE_SCALE 1e-2f //#define DISTANCE_SCALE 0.2f //#define ILLUM_INTENSITY 8e-2f #define ILLUM_INTENSITY 5e-3f #define VIEW_CORRECTION_SCALE 1.0f //#define NUM_SSAO_FILTERSAMPLES 80 #define NUM_SSAO_FILTER_SAMPLES 16 #define NUM_SSAO_FILTER_WIDTH 10.0f #define SSAO_CONVERGENCE_WEIGHT 25.0f //////// //-- reprojection #define MIN_DEPTH_DIFF 5e-3f #define PRECISION_SCALE 1e-1f ///////// //-- shadowing #define NUM_PCF_TABS 16 ////////// //-- Tone mapping #define MINLOGLUM (-10.0f) #define MAXLOGLUM 10.0f #define INV_LOGLUM_RANGE 0.05f #define LOGLUM_RANGE 20.0f #define MAX_LOD_LEVEL 10 /// burnout (really bright regions will be saturated to white) #define WHITE_LUMINANCE 3e4f /////////////////// #define NUM_DOWNSAMPLES 9 #define DYNAMIC_OBJECTS_THRESHOLD 1e-8f #endif // __SHADERENV_H