/*
const int colortex0Format = R11F_G11F_B10F; //main color
const int colortex1Format = RGB8_SNORM;     //half res normalM
const int colortex2Format = RGB16F;         //taa
const int colortex3Format = RGBA8;          //(cloud/water map on deferred/gbuffer) | translucentMult & bloom & final color
const int colortex4Format = RGBA8_SNORM;    //normalM & reflection strength
const int colortex5Format = RGBA8;          //scene image for water reflections & volumetric cloud linear depth & volumetric light factor
const int colortex6Format = RGB8;           //smoothnessD & materialMask & skyLightFactor
const int colortex7Format = RGBA16F;        //(cloud/water map on gbuffer) | reflection temporal image (rgb) & previous depth
const int colortex8Format = RGBA16F;        //SSR results for WSR, topmost translucent opacity

const int colortex12Format = RGBA8;          //Improved Rain

const int colortex18Format = R8;            //shadow for voxy chunks (needs reprojection)
const int colortex19Format = RGBA8;         //scene image for voxy reflections (needs reprojection)
*/

const bool colortex0Clear = true;
const bool colortex1Clear = false;
const bool colortex2Clear = false;
const bool colortex3Clear = true;
const bool colortex4Clear = false;
const bool colortex5Clear = false;
const bool colortex6Clear = true;
const bool colortex7Clear = false;

const bool colortex12Clear = true;

const bool colortex18Clear = false;
const bool colortex19Clear = false;
//

// Dedicated GI temporal accumulation buffer (spec pasal 5 - Light Bounce
// denoise). Holds this pixel's running average of the stochastic voxel-GI
// ray sample (rgb) plus how many frames of valid history it has (a, 0-32),
// reprojected and blended in deferred1.glsl. This is intentionally SEPARATE
// from the main TAA buffer (colortex2): TAA's ghost-rejection clamps
// against big per-pixel color deltas, and 4 random GI rays/frame produce
// exactly that kind of delta every frame, so folding GI into ordinary TAA
// gets it fought/rejected constantly - reading as bounce light flickering
// on/off and "jumping" whenever the camera moves. A dedicated buffer with
// its own longer accumulation and no such rejection converges independently
// of the main TAA, which is how PTGI-style packs (SEUS PTGI/HHR) keep GI
// stable through motion.
//const int colortex9Format = RGBA16F;
const bool colortex9Clear = false;

const int noiseTextureResolution = 128;

const bool shadowHardwareFiltering = true;
const float shadowDistanceRenderMul = 1.0;
const float entityShadowDistanceMul = 0.125; // Iris feature

const float drynessHalflife = 300.0;
const float wetnessHalflife = 300.0;

const float ambientOcclusionLevel = 1.0;