source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaderenv.h @ 3304

Revision 3304, 1.3 KB checked in by mattausch, 15 years ago (diff)

tried out scaling vs reduction of samples

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//#define NUM_SAMPLES 24
11#define NUM_SAMPLES 48
12
13#define MIN_SAMPLES 8
14
15#define DISTANCE_SCALE 1e-2f
16
17//#define ILLUM_INTENSITY 8e-2f
18#define ILLUM_INTENSITY 5e-3f
19/// scale factor that takes angle of sample normal into account
20#define VIEW_CORRECTION_SCALE 1.0f
21
22//#define NUM_SSAO_FILTER_SAMPLES 13 // 7x7
23#define NUM_SSAO_FILTER_SAMPLES 9
24//#define NUM_SSAO_FILTER_SAMPLES 5
25
26#define SSAO_CONVERGENCE_THRESHOLD 700.0f
27//#define SSAO_CONVERGENCE_THRESHOLD 1500.0f
28
29
30////////
31//-- reprojection
32
33//#define MIN_DEPTH_DIFF 5e-3f
34#define MIN_DEPTH_DIFF 1e-3f
35#define DYNAMIC_OBJECTS_THRESHOLD 1e-8f
36
37
38/////////
39//-- shadowing
40
41#define NUM_PCF_TABS 16
42
43
44//////////
45//-- Tone mapping
46
47#define MINLOGLUM (-10.0f)
48#define MAXLOGLUM 10.0f
49
50#define INV_LOGLUM_RANGE 0.05f
51#define LOGLUM_RANGE 20.0f
52
53#define MAX_LOD_LEVEL 10
54/// burnout (really bright regions will be saturated to white)
55#define WHITE_LUMINANCE 3e4f
56
57#define TONE_MAPPING_EXPONENTIAL_FACTOR 1e-1f
58
59
60///////////////////
61
62#define NUM_DOWNSAMPLES 9
63
64#define NUM_DOF_TABS 16
65
66#define USE_GTX
67
68#define SSAO_FILTER_RADIUS 3
69
70#define DEPTH_THRESHOLD 1e10f
71
72
73#endif // __SHADERENV_H
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