source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaderenv.h @ 3167

Revision 3167, 1.2 KB checked in by mattausch, 16 years ago (diff)
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 24
10
11// for quadratic falloff
12//#define SAMPLE_INTENSITY 0.2f
13#define SAMPLE_INTENSITY 0.07f
14//#define SAMPLE_INTENSITY 0.01f
15
16//#define SAMPLE_INTENSITY 0.075f
17//#define SAMPLE_INTENSITY 0.2f
18
19#define SAMPLE_RADIUS 8e-1f
20
21//#define DISTANCE_SCALE 1e-1f
22#define DISTANCE_SCALE 1e-2f
23//#define DISTANCE_SCALE 0.2f
24
25//#define ILLUM_INTENSITY 8e-2f
26#define ILLUM_INTENSITY 5e-3f
27
28#define VIEW_CORRECTION_SCALE 1.0f
29
30//#define NUM_SSAO_FILTERSAMPLES 80
31#define NUM_SSAO_FILTER_SAMPLES 16
32#define NUM_SSAO_FILTER_WIDTH 10.0f
33#define SSAO_CONVERGENCE_WEIGHT 25.0f
34
35
36////////
37//-- reprojection
38
39#define MIN_DEPTH_DIFF 5e-3f
40#define PRECISION_SCALE 1e-1f
41
42
43/////////
44//-- shadowing
45
46#define NUM_PCF_TABS 16
47
48
49//////////
50//-- Tone mapping
51
52#define MINLOGLUM (-10.0f)
53#define MAXLOGLUM 10.0f
54
55#define INV_LOGLUM_RANGE 0.05f
56#define LOGLUM_RANGE 20.0f
57
58#define MAX_LOD_LEVEL 10
59/// burnout (really bright regions will be saturated to white)
60#define WHITE_LUMINANCE 3e4f
61
62
63///////////////////
64
65#define NUM_DOWNSAMPLES 9
66
67
68#define DYNAMIC_OBJECTS_THRESHOLD 1e-8f
69
70
71#endif // __SHADERENV_H
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