#ifndef __SHADERENV_H #define __SHADERENV_H //////////// //-- ssao + gi parameters #define NUM_PRECOMPUTED_SAMPLES 4096 //#define NUM_SAMPLES 8 //#define NUM_SAMPLES 16 //#define NUM_SAMPLES 24 #define NUM_SAMPLES 24 //#define MIN_SAMPLES 48 #define MIN_SAMPLES 8 #define DISTANCE_SCALE 1e-2f //#define ILLUM_INTENSITY 8e-2f #define ILLUM_INTENSITY 5e-3f /// scale factor that takes angle of sample normal into account #define VIEW_CORRECTION_SCALE 1.0f #define SSAO_CONVERGENCE_THRESHOLD 700.0f //#define SSAO_CONVERGENCE_THRESHOLD 1500.0f //////// //-- reprojection //#define MIN_DEPTH_DIFF 5e-3f #define MIN_DEPTH_DIFF 1e-3f #define DYNAMIC_OBJECTS_THRESHOLD 1e-8f ///////// //-- 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 TONE_MAPPING_EXPONENTIAL_FACTOR 1e-1f /////////////////// #define NUM_DOWNSAMPLES 9 #define NUM_DOF_TABS 16 #define USE_GTX #define SSAO_FILTER_RADIUS 5 #define DEPTH_THRESHOLD 1e10f #endif // __SHADERENV_H