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authorlbavoil <[email protected]>2017-01-23 09:55:05 +0100
committerlbavoil <[email protected]>2017-01-23 09:55:05 +0100
commit0e07a80f8c1443e047e283f30693cf708a3204ea (patch)
tree460cb590a7dfc7d43a205f33fa0631f408b68940 /include
parentPolish HLSL. No functional change. (diff)
downloadhbaoplus-0e07a80f8c1443e047e283f30693cf708a3204ea.tar.xz
hbaoplus-0e07a80f8c1443e047e283f30693cf708a3204ea.zip
HBAO+ 3.1.0.21602716
Diffstat (limited to 'include')
-rw-r--r--include/GFSDK_SSAO.h14
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