// 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