[SOLVED] Compile error for SSGI when not using debug mode
- ItsNotHectic
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8 years 2 months ago #1
by ItsNotHectic
Compile error for SSGI when not using debug mode was created by ItsNotHectic
It works fine in debug mode but once I disable debug mode it wont compile:
////
//
///**AMBIENTOCCLUSION**///
//
////
#define USE_AMBIENTOCCLUSION 1 //[SSAO] //-Ambient Occlusion: Enables physically incorrect shading that most newer gen games use. Multiple algorithms available.
//>Global Parameters<\\
#define AO_METHOD 4 //[1:6] //-No description given
#define AO_TEXSCALE 1 //[0.25:1.00] //-Scale of AO resolution, 1.0 means fullscreen. Lower resolution means less pixels to process and more performance but also less quality.
#define AO_SHARPNESS 0.05 //[0.05:2.00] //-No description given
#define AO_SHARPNESS_DETECT 2 //[1:2] //-AO must not blur over object edges. 1 : edge detection by depth (old) 2 : edge detection by normal (new). 2 is better but produces some black outlines.
#define AO_BLUR_STEPS 2 //[5:15] //-Offset count for AO smoothening. Higher means more smooth AO but also blurrier AO.
#define AO_DEBUG 0 //[0:2] //-No description given
#define AO_LUMINANCE_CONSIDERATION 1 //[0:1] //-No description given
#define AO_LUMINANCE_LOWER .2 //[0.0:1.0] //-No description given
#define AO_LUMINANCE_UPPER .9 //[0.0:1.0] //-No description given
#define AO_FADE_START 0.2 //[0.00:1.00] //-Distance from camera where AO starts to fade out. 0.0 means camera itself, 1.0 means infinite distance.
//>Global Parameters<\\
#define AO_FADE_END 0.2 //[0.00:1.00] //-Distance from camera where AO fades out completely. 0.0 means camera itself, 1.0 means infinite distance.
#define AO_ToggleKey 106 //[undef] //-
//>1 SSAO Settings<\\
#define iSSAOSamples 30 //[16:128] //-Amount of samples. Don't set too high or shader compilation time goes through the roof.
#define fSSAOSamplingRange 50.0 //[10.0:50.0] //-SSAO sampling range. High range values might need more samples so raise both.
#define fSSAODarkeningAmount 1 //[0.0:5.0] //-Amount of SSAO corner darkening
#define fSSAOBrighteningAmount .1 //[0.0:5.0] //-Amount of SSAO edge brightening
//>Raymarch AO Settings<\\
#define iRayAOSamples 40 //[10:78] //-Amount of sample "rays" Higher means more accurate AO but also less performance.
#define fRayAOSamplingRange 0.02 //[0.0001:0.0200] //-Range of AO sampling. Higher values ignore small geometry details and shadow more globally.
#define fRayAOMaxDepth 0.02 //[0.01:0.20] //-factor to avoid far objects to occlude close objects just because they are besides each other on screen.
#define fRayAOMinDepth 0.00003 //[0.00000:0.00100] //-Minimum depth difference cutoff to prevent (almost) flat surfaces to occlude themselves.
#define fRayAOPower 2.0 //[0.2:5.0] //-Amount of darkening.
//>3 HBAO Settings<\\
#define iHBAOSamples 4 //[7:36] //-Amount of samples. Higher means more accurate AO but also less performance.
#define fHBAOSamplingRange 0.5 //[0.5:5.0] //-Range of HBAO sampling. Higher values ignore small geometry details and shadow more globally.
#define fHBAOAmount 7 //[1.0:10.0] //-Amount of HBAO shadowing.
#define fHBAOClamp .8 //[0.0:1.0] //-Clamps HBAO power. 0.0 means full power, 1.0 means no HBAO.
#define fHBAOAttenuation .01 //[0.001:0.200] //-Affects the HBAO range, prevents shadowing of very far objects which are close in screen space.
//>4 SSGI Settings<\\
#define iSSGISamples 16 //[5:24] //-Amount of SSGI sampling iterations, higher means better GI but less performance.
#define fSSGISamplingRange .3 //[0.0:80.0] //-Radius of SSGI sampling.
#define fSSGIIlluminationMult 4.5 //[1.0:8.0] //-Multiplier of SSGI illumination (color bouncing/reflection).
#define fSSGIOcclusionMult 0.8 //[0.0:10.0] //-Multiplier of SSGI occlusion.
#define fSSGIModelThickness 10 //[0.5:100.0] //-Amount of unit spaces the algorithm assumes the model's thickness. Lower if scene only contains small objects.
#define fSSGISaturation 1.8 //[0.2:2.0] //-Saturation of bounced/reflected colors.
//>RAYMARCH HBAO Settings<\\
#define iRayHBAO_StepCount 5 //[5:32] //-Amount of steps to march per direction to check for occluders.
#define iRayHBAO_StepDirections 5 //[5:25] //-Amount of rays / directions to march to check for occluders.
#define fRayHBAO_SampleRadius 0.005 //[0.001:0.010] //-Range of AO sampling. Higher values ignore small geometry details and shadow more globally.
#define fRayHBAO_Attenuation 1 //[0.4:5.0] //-Sampling attenuation. Used for ignoring objects that are close onscreen but actually far away (i.e. sky and player).
#define fRayHBAO_AngleBiasTan 0.1 //[0.0:1.0] //-Angle bias in tangent space. Used for ignoring occluders that don't have a big angle difference to the source, i.e. flat surfaces that may shadoe themselves.
//>SAO Settings<\\
#define fSAOIntensity 6.0 //[1.0:10.0] //-Linearly multiplies AO intensity.
#define fSAOClamp 2.5 //[1.0:10.0] //-Higher values shift AO more into black. Useful for light gray AO caused by high SAO radius.
#define fSAORadius 2.3 //[1.0:10.0] //-SAO sampling radius. Higher values also lower AO intensity extremely because of Alchemy's extremely retarded falloff formula.
#define fSAOBias 0.200 //[0.001:0.500] //-Minimal surface angle for AO consideration. Useful to prevent self-occlusion of flat surfaces caused by floating point inaccuracies.
#define iSAOSamples 18 //[10:96] //-Amount of SAO Samples. Maximum of 96 is defined by formula.
////
//
///**AMBIENTOCCLUSION**///
//
////
#define USE_AMBIENTOCCLUSION 1 //[SSAO] //-Ambient Occlusion: Enables physically incorrect shading that most newer gen games use. Multiple algorithms available.
//>Global Parameters<\\
#define AO_METHOD 4 //[1:6] //-No description given
#define AO_TEXSCALE 1 //[0.25:1.00] //-Scale of AO resolution, 1.0 means fullscreen. Lower resolution means less pixels to process and more performance but also less quality.
#define AO_SHARPNESS 0.05 //[0.05:2.00] //-No description given
#define AO_SHARPNESS_DETECT 2 //[1:2] //-AO must not blur over object edges. 1 : edge detection by depth (old) 2 : edge detection by normal (new). 2 is better but produces some black outlines.
#define AO_BLUR_STEPS 2 //[5:15] //-Offset count for AO smoothening. Higher means more smooth AO but also blurrier AO.
#define AO_DEBUG 0 //[0:2] //-No description given
#define AO_LUMINANCE_CONSIDERATION 1 //[0:1] //-No description given
#define AO_LUMINANCE_LOWER .2 //[0.0:1.0] //-No description given
#define AO_LUMINANCE_UPPER .9 //[0.0:1.0] //-No description given
#define AO_FADE_START 0.2 //[0.00:1.00] //-Distance from camera where AO starts to fade out. 0.0 means camera itself, 1.0 means infinite distance.
//>Global Parameters<\\
#define AO_FADE_END 0.2 //[0.00:1.00] //-Distance from camera where AO fades out completely. 0.0 means camera itself, 1.0 means infinite distance.
#define AO_ToggleKey 106 //[undef] //-
//>1 SSAO Settings<\\
#define iSSAOSamples 30 //[16:128] //-Amount of samples. Don't set too high or shader compilation time goes through the roof.
#define fSSAOSamplingRange 50.0 //[10.0:50.0] //-SSAO sampling range. High range values might need more samples so raise both.
#define fSSAODarkeningAmount 1 //[0.0:5.0] //-Amount of SSAO corner darkening
#define fSSAOBrighteningAmount .1 //[0.0:5.0] //-Amount of SSAO edge brightening
//>Raymarch AO Settings<\\
#define iRayAOSamples 40 //[10:78] //-Amount of sample "rays" Higher means more accurate AO but also less performance.
#define fRayAOSamplingRange 0.02 //[0.0001:0.0200] //-Range of AO sampling. Higher values ignore small geometry details and shadow more globally.
#define fRayAOMaxDepth 0.02 //[0.01:0.20] //-factor to avoid far objects to occlude close objects just because they are besides each other on screen.
#define fRayAOMinDepth 0.00003 //[0.00000:0.00100] //-Minimum depth difference cutoff to prevent (almost) flat surfaces to occlude themselves.
#define fRayAOPower 2.0 //[0.2:5.0] //-Amount of darkening.
//>3 HBAO Settings<\\
#define iHBAOSamples 4 //[7:36] //-Amount of samples. Higher means more accurate AO but also less performance.
#define fHBAOSamplingRange 0.5 //[0.5:5.0] //-Range of HBAO sampling. Higher values ignore small geometry details and shadow more globally.
#define fHBAOAmount 7 //[1.0:10.0] //-Amount of HBAO shadowing.
#define fHBAOClamp .8 //[0.0:1.0] //-Clamps HBAO power. 0.0 means full power, 1.0 means no HBAO.
#define fHBAOAttenuation .01 //[0.001:0.200] //-Affects the HBAO range, prevents shadowing of very far objects which are close in screen space.
//>4 SSGI Settings<\\
#define iSSGISamples 16 //[5:24] //-Amount of SSGI sampling iterations, higher means better GI but less performance.
#define fSSGISamplingRange .3 //[0.0:80.0] //-Radius of SSGI sampling.
#define fSSGIIlluminationMult 4.5 //[1.0:8.0] //-Multiplier of SSGI illumination (color bouncing/reflection).
#define fSSGIOcclusionMult 0.8 //[0.0:10.0] //-Multiplier of SSGI occlusion.
#define fSSGIModelThickness 10 //[0.5:100.0] //-Amount of unit spaces the algorithm assumes the model's thickness. Lower if scene only contains small objects.
#define fSSGISaturation 1.8 //[0.2:2.0] //-Saturation of bounced/reflected colors.
//>RAYMARCH HBAO Settings<\\
#define iRayHBAO_StepCount 5 //[5:32] //-Amount of steps to march per direction to check for occluders.
#define iRayHBAO_StepDirections 5 //[5:25] //-Amount of rays / directions to march to check for occluders.
#define fRayHBAO_SampleRadius 0.005 //[0.001:0.010] //-Range of AO sampling. Higher values ignore small geometry details and shadow more globally.
#define fRayHBAO_Attenuation 1 //[0.4:5.0] //-Sampling attenuation. Used for ignoring objects that are close onscreen but actually far away (i.e. sky and player).
#define fRayHBAO_AngleBiasTan 0.1 //[0.0:1.0] //-Angle bias in tangent space. Used for ignoring occluders that don't have a big angle difference to the source, i.e. flat surfaces that may shadoe themselves.
//>SAO Settings<\\
#define fSAOIntensity 6.0 //[1.0:10.0] //-Linearly multiplies AO intensity.
#define fSAOClamp 2.5 //[1.0:10.0] //-Higher values shift AO more into black. Useful for light gray AO caused by high SAO radius.
#define fSAORadius 2.3 //[1.0:10.0] //-SAO sampling radius. Higher values also lower AO intensity extremely because of Alchemy's extremely retarded falloff formula.
#define fSAOBias 0.200 //[0.001:0.500] //-Minimal surface angle for AO consideration. Useful to prevent self-occlusion of flat surfaces caused by floating point inaccuracies.
#define iSAOSamples 18 //[10:96] //-Amount of SAO Samples. Maximum of 96 is defined by formula.
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- ItsNotHectic
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8 years 2 months ago #2
by ItsNotHectic
Replied by ItsNotHectic on topic Compile error for SSGI when not using debug mode
So I finally got it working by just using all the files from the 1.0 framework, binaries are from 1.1.
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