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;
- float *highpixels;
+ 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
}
r_shadow_bouncegrid_state_t;