float energyperphoton;
float spacing[3];
int stablerandom;
- float bounceminimumintensity2;
}
r_shadow_bouncegrid_settings_t;
// per-frame data that is very temporary
int numsplatpaths;
struct r_shadow_bouncegrid_splatpath_s *splatpaths;
- int highpixels_index; // which one is active - this toggles when doing blur
- float *highpixels; // equals blurpixels[highpixels_index]
- float *blurpixels[2];
- unsigned char *u8pixels; // temporary processing buffer when outputting to rgba8 format
- unsigned short *fp16pixels; // temporary processing buffer when outputting to rgba16f format
+ float *highpixels;
}
r_shadow_bouncegrid_state_t;