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