source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaderenv.h @ 3363

Revision 3363, 1.4 KB checked in by mattausch, 15 years ago (diff)

still having ugly artifacts because of missed disocclusions

Line 
1#ifndef __SHADERENV_H
2#define __SHADERENV_H
3
4
5////////////
6//-- ssao + gi parameters
7
8//#define NUM_PRECOMPUTED_SAMPLES 8124
9#define NUM_PRECOMPUTED_SAMPLES 4096
10//#define NUM_PRECOMPUTED_SAMPLES 2048
11
12//#define NUM_SAMPLES 8
13//#define NUM_SAMPLES 16
14//#define NUM_SAMPLES 24
15//#define NUM_SAMPLES 32
16#define NUM_SAMPLES 48
17
18#define MIN_SAMPLES 8
19//#define MIN_SAMPLES 48
20
21#define DISTANCE_SCALE 1e-2f
22
23//#define ILLUM_INTENSITY 8e-2f
24#define ILLUM_INTENSITY 5e-3f
25/// scale factor that takes angle of sample normal into account
26#define VIEW_CORRECTION_SCALE 1.0f
27
28//#define SSAO_CONVERGENCE_THRESHOLD 300.0f
29#define SSAO_CONVERGENCE_THRESHOLD 700.0f
30//#define SSAO_CONVERGENCE_THRESHOLD 1500.0f
31
32
33////////
34//-- reprojection
35
36#define MIN_DEPTH_DIFF 1e-3f
37#define DYNAMIC_OBJECTS_THRESHOLD 1e-8f
38
39
40/////////
41//-- shadowing
42
43#define NUM_PCF_TABS 16
44
45
46//////////
47//-- Tone mapping
48
49#define MINLOGLUM (-10.0f)
50#define MAXLOGLUM 10.0f
51
52#define INV_LOGLUM_RANGE 0.05f
53#define LOGLUM_RANGE 20.0f
54
55#define MAX_LOD_LEVEL 10
56/// burnout (really bright regions will be saturated to white)
57#define WHITE_LUMINANCE 3e4f
58
59#define TONE_MAPPING_EXPONENTIAL_FACTOR 1e-1f
60
61
62///////////////////
63
64#define NUM_DOWNSAMPLES 9
65
66#define NUM_DOF_TABS 16
67
68#define USE_GTX
69
70#define SSAO_FILTER_RADIUS 5
71
72#define DEPTH_THRESHOLD 1e10f
73
74#define PERFORMANCE_TEST 1
75
76#define USE_OPTIMIZATION 0
77
78
79#endif // __SHADERENV_H
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