nicer VXGI settings, updated reference screenshot
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@ -1,7 +1,7 @@
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# Engine
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<p align="center">
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<img src="./docs/assets/program.win64.gcc.vulkan_2024-12-02_23-07-35.png" width="500px"></img>
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<img src="./docs/assets/program.win64.gcc.vulkan_2025-08-01_21-24-59.jpg" width="500px"></img>
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</p>
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An unnamed, almost-entirely from-scratch, engine written in C++.
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@ -29,21 +29,21 @@
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}
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},
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"vxgi": {
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"limiter": 0,
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// "limiter": 0.5,
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// "limiter": 0,
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"limiter": 0.0125,
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"size": 192,
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"dispatch": 16,
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"cascades": 3,
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"cascadePower": 1.5,
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"granularity": 16,
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"cascadePower": 2,
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"granularity": 10,
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"voxelizeScale": 1,
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"occlusionFalloff": 2,
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"traceStartOffsetFactor": 1,
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"filtering": "NEAREST",
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"filtering": "LINEAR",
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"shadows": 0,
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"extents": {
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"min": [ -16, -16, -16 ],
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"max": [ 16, 16, 16 ]
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"min": [ -8, -8, -8 ],
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"max": [ 8, 8, 8 ]
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}
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},
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"rt": {
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@ -9,7 +9,7 @@ void pbr() {
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// angle of outcoming light
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const float cosLo = max(0.0, dot(surface.normal.eye, Lo));
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const float Rs = 1.0; //4.0;
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const float Rs = 4.0;
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for ( uint i = 0, shadows = 0; i < MAX_LIGHTS; ++i ) {
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#if BAKING
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