#ifndef _COMPILED_GLSL_ #define _COMPILED_GLSL_ #define _EnvTex #define _EnvStr #define _CGrainStatic #define _Emission #define _Brdf #define _Irr #define _Rad #define _Irr #define _EnvStr #define _MicroShadowing #define _Deferred #define _VoxelCones5 #define _VoxelShadow #define _LTC #define _SinglePoint #define _SMAA #define _Veloc #define _SSAO #define _gbuffer2 #define _CToneFilmic #define _CVignette const float PI = 3.1415926535; const float PI2 = PI * 2.0; const vec2 shadowmapSize = vec2(0, 0); const float shadowmapCubePcfSize = 0.001; const int shadowmapCascades = 1; const float ssaoRadius = 1.0; const float ssaoStrength = 1.0; const float ssaoScale = 20.0; const int ssgiMaxSteps = 8; const float ssgiRayStep = 0.005 * 2.0; const float ssgiStrength = 1.0; const float bloomThreshold = 1.5; const float bloomStrength = 3.5; const float bloomRadius = 3.0; const float ssrRayStep = 0.04; const float ssrMinRayStep = 0.05; const float ssrSearchDist = 5.0; const float ssrFalloffExp = 5.0; const float ssrJitter = 0.6; const float compoVignetteStrength = 0.4; const ivec3 voxelgiResolution = ivec3(256, 256, 256); const vec3 voxelgiHalfExtents = vec3(1, 1, 1); const float voxelgiOcc = 1.0; const float voxelgiStep = 1.0; const float voxelgiRange = 2.0; const float voxelgiOffset = 1.5; const float voxelgiAperture = 1.2; const int skinMaxBones = 50; #endif // _COMPILED_GLSL_