#if !defined _SHADERCONSTANTS_
#define _SHADERCONSTANTS_

/********************************************************
    © 2020 Continuum Graphics LLC. All Rights Reserved
 ********************************************************/

/*******************************************************************************
 - Settings
 ******************************************************************************/

/*
const int colortex0Format = RGBA32UI;  //Forward Material Information
const int colortex1Format = RGBA32UI;  //Lighting Feedback
const int colortex2Format = RG32UI; //Moment Feedback
const int colortex3Format = RGB32UI;  //Feedback
const int colortex4Format = RGB32UI;  //Feedback
const int colortex5Format = RGBA32F;
const int colortex6Format = RGBA16F;

const bool colortex0Clear = false;
const bool colortex1Clear = false;
const bool colortex2Clear = false;
const bool colortex3Clear = false;
const bool colortex4Clear = false;
const bool colortex5Clear = false;
const bool colortex6Clear = false;

const bool shadowtex0Mipmap = false;
const bool shadowtex1Mipmap = false;
const bool shadowcolor0Mipmap = false;
const bool shadowcolor1Mipmap = false;

const float ambientOcclusionLevel = 0.0;

const float eyeBrightnessHalflife = 10.0;

const float wetnessHalflife = 180.0;
const float drynessHalflife = 60.0;
*/

const float sunPathRotation =  -25.0; // [-80.0 -70.0 -60.0 -50.0 -40.0 -30.0 -25.0 -20.0 -10.0 0.0 10.0 20.0 25.0 30.0 40.0 50.0 60.0 70.0 80.0]

const int noiseTextureResolution = 64;
const float rNoiseTexRes = 1.0 / noiseTextureResolution;

const float lumCompressionCoeff = 32.0;

#endif
