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| author | Jason Maskell <[email protected]> | 2016-05-09 10:39:54 +0200 |
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| committer | Jason Maskell <[email protected]> | 2016-05-09 10:39:54 +0200 |
| commit | 79b3462799c28af8ba586349bd671b1b56e72353 (patch) | |
| tree | 3b06e36c390254c0dc7f3733a0d32af213d87293 /demo/ocean_shader_common.h | |
| download | waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.tar.xz waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.zip | |
Initial commit with PS4 and XBone stuff trimmed.
Diffstat (limited to 'demo/ocean_shader_common.h')
| -rw-r--r-- | demo/ocean_shader_common.h | 57 |
1 files changed, 57 insertions, 0 deletions
diff --git a/demo/ocean_shader_common.h b/demo/ocean_shader_common.h new file mode 100644 index 0000000..3855725 --- /dev/null +++ b/demo/ocean_shader_common.h @@ -0,0 +1,57 @@ +// This code contains NVIDIA Confidential Information and is disclosed +// under the Mutual Non-Disclosure Agreement. +// +// Notice +// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES +// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE. +// +// NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless +// expressly authorized by NVIDIA. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright � 2008- 2013 NVIDIA Corporation. All rights reserved. +// +// NVIDIA Corporation and its licensors retain all intellectual property and proprietary +// rights in and to this software and related documentation and any modifications thereto. +// Any use, reproduction, disclosure or distribution of this software and related +// documentation without an express license agreement from NVIDIA Corporation is +// strictly prohibited. +// + +#ifndef _OCEAN_SHADER_COMMON_H +#define _OCEAN_SHADER_COMMON_H + +#define MaxNumVessels 1 +#define MaxNumSpotlights 11 + +#define ENABLE_SHADOWS 1 + +#define ENABLE_GPU_SIMULATION 1 +#define SPRAY_PARTICLE_SORTING 1 + +#define BitonicSortCSBlockSize 512 + +#define SPRAY_PARTICLE_COUNT (BitonicSortCSBlockSize * 256) + +#define SprayParticlesCSBlocksSize 256 +#define SimulateSprayParticlesCSBlocksSize 256 + +//#define ENABLE_SPRAY_PARTICLES 0 + +static const float kSpotlightShadowResolution = 2048; + +#define EmitParticlesCSBlocksSize 256 +#define SimulateParticlesCSBlocksSize 256 +#define PSMPropagationCSBlockSize 16 + +#define TransposeCSBlockSize 16 + +#endif // _OCEAN_SHADER_COMMON_H |