surfel gi minor fix
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@@ -27,7 +27,7 @@ static const uint SURFEL_INDIRECT_SIZE = SURFEL_INDIRECT_OFFSET_INTEGRATE + 4 *
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static const uint SURFEL_INDIRECT_NUMTHREADS = 32;
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static const float SURFEL_TARGET_COVERAGE = 0.5f; // how many surfels should affect a pixel fully, higher values will increase quality and cost
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static const uint SURFEL_CELL_LIMIT = ~0; // limit the amount of allocated surfels in a cell
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static const uint SURFEL_RAY_BUDGET = 200000; // max number of rays per frame
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static const uint SURFEL_RAY_BUDGET = 500000; // max number of rays per frame
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static const uint SURFEL_RAY_BOOST_MAX = 32; // max amount of rays per surfel
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#define SURFEL_COVERAGE_HALFRES // runs the coverage shader in half resolution for improved performance
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#define SURFEL_GRID_CULLING // if defined, surfels will not be added to grid cells that they do not intersect
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@@ -228,7 +228,7 @@ float2 surfel_moment_pixel(uint surfel_index, float3 normal, float3 direction)
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uint2 moments_pixel = unflatten2D(surfel_index, SQRT_SURFEL_CAPACITY) * SURFEL_MOMENT_TEXELS;
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float3 hemi = mul(get_tangentspace(normal), direction);
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hemi = normalize(hemi);
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hemi.z = abs(hemi.z);
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hemi.z = saturate(hemi.z);
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float2 moments_uv = encode_hemioct(hemi) * 0.5 + 0.5;
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return moments_pixel + 1 + moments_uv * SURFEL_MOMENT_RESOLUTION;
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}
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