diff options
| author | lbavoil <[email protected]> | 2017-01-23 09:55:05 +0100 |
|---|---|---|
| committer | lbavoil <[email protected]> | 2017-01-23 09:55:05 +0100 |
| commit | 0e07a80f8c1443e047e283f30693cf708a3204ea (patch) | |
| tree | 460cb590a7dfc7d43a205f33fa0631f408b68940 /include | |
| parent | Polish HLSL. No functional change. (diff) | |
| download | hbaoplus-0e07a80f8c1443e047e283f30693cf708a3204ea.tar.xz hbaoplus-0e07a80f8c1443e047e283f30693cf708a3204ea.zip | |
HBAO+ 3.1.0.21602716
Diffstat (limited to 'include')
| -rw-r--r-- | include/GFSDK_SSAO.h | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/include/GFSDK_SSAO.h b/include/GFSDK_SSAO.h index 373f6c0..d0743fc 100644 --- a/include/GFSDK_SSAO.h +++ b/include/GFSDK_SSAO.h @@ -1,5 +1,5 @@ /* -* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved. +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation @@ -84,7 +84,7 @@ up to 46 MB of video memory and 2.3 ms / frame on GeForce GTX 680. (3.) SET AO PARAMETERS GFSDK_SSAO_Parameters Params; - Params.Radius = 2.f; + Params.Radius = 1.f; Params.Bias = 0.1f; Params.PowerExponent = 2.f; Params.Blur.Enable = true; @@ -196,9 +196,9 @@ struct GFSDK_SSAO_Version { GFSDK_SSAO_Version() : Major(3) - , Minor(0) + , Minor(1) , Branch(0) - , Revision(20735892) + , Revision(21602716) { } @@ -641,9 +641,9 @@ struct GFSDK_SSAO_Parameters { GFSDK_SSAO_FLOAT Radius; // The AO radius in meters GFSDK_SSAO_FLOAT Bias; // To hide low-tessellation artifacts // 0.0~0.5 - GFSDK_SSAO_FLOAT SmallScaleAO; // Scale factor for the small-scale AO, the greater the darker // 0.0~4.0 - GFSDK_SSAO_FLOAT LargeScaleAO; // Scale factor for the large-scale AO, the greater the darker // 0.0~4.0 - GFSDK_SSAO_FLOAT PowerExponent; // The final AO output is pow(AO, powerExponent) // 1.0~8.0 + GFSDK_SSAO_FLOAT SmallScaleAO; // Scale factor for the small-scale AO, the greater the darker // 0.0~2.0 + GFSDK_SSAO_FLOAT LargeScaleAO; // Scale factor for the large-scale AO, the greater the darker // 0.0~2.0 + GFSDK_SSAO_FLOAT PowerExponent; // The final AO output is pow(AO, powerExponent) // 1.0~4.0 GFSDK_SSAO_ForegroundAO ForegroundAO; // To limit the occlusion scale in the foreground GFSDK_SSAO_BackgroundAO BackgroundAO; // To add larger-scale occlusion in the distance GFSDK_SSAO_DepthStorage DepthStorage; // Quality / performance tradeoff |