source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaderenv.h @ 3120

Revision 3120, 1.1 KB checked in by mattausch, 16 years ago (diff)

worked on filtering now trying to reduce flickering (have to reorder ssao function quite much

Line 
1#ifndef __SHADERENV_H
2#define __SHADERENV_H
3
4
5////////////
6//-- ssao + gi parameters
7
8#define NUM_SAMPLES 8
9//#define NUM_SAMPLES 16
10
11// for quadratic falloff
12//#define SAMPLE_INTENSITY 0.1f
13#define SAMPLE_INTENSITY 0.07f
14//#define SAMPLE_INTENSITY 0.03f
15
16#define SAMPLE_RADIUS 8e-1f
17
18//#define DISTANCE_SCALE 1e-1f
19#define DISTANCE_SCALE 1e-2f
20//#define DISTANCE_SCALE 0.2f
21
22//#define ILLUM_INTENSITY 8e-2f
23#define ILLUM_INTENSITY 5e-3f
24
25#define VIEW_CORRECTION_SCALE 1.0f
26
27
28////////
29//-- reprojection
30
31//#define MIN_DEPTH_DIFF 2e-2f
32#define MIN_DEPTH_DIFF 5e-3f
33#define PRECISION_SCALE 1e-1f
34
35
36/////////
37//-- shadowing
38
39#define NUM_PCF_TABS 16
40
41
42//////////
43//-- Tone mapping
44
45#define MINLOGLUM (-10.0f)
46#define MAXLOGLUM 10.0f
47
48#define INV_LOGLUM_RANGE 0.05f
49#define LOGLUM_RANGE 20.0f
50
51#define MAX_LOD_LEVEL 10
52// burnout (really bright regions will be saturated to white)
53#define WHITE_LUMINANCE 3e4f
54
55
56///////////////////
57
58#define NUM_DOWNSAMPLES 9
59
60#define NUM_SSAO_FILTERSAMPLES 20
61//#define NUM_SSAO_FILTERSAMPLES 40
62//#define NUM_SSAO_FILTERSAMPLES 100
63
64
65
66#endif // __SHADERENV_H
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