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*updated readme
*fixed tabs *fixed typo
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GITechDemo/Code/AppMain/GITechDemo/RenderScheme/SkyPass.cpp

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@@ -58,7 +58,7 @@ void SkyPass::CreateSkyBoxVB()
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// Create a cube VB for sky
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// The cube is aligned with world axes so that the camera can rotate freely,
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// giving the impressiong that the sky is stationary. Also, the center of the
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// giving the impression that the sky is stationary. Also, the center of the
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// cube is positioned at the camera's location so as not to break the illusion
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// that the sky "hemisphere" is actually a giant cube.
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// NB: in the pixel shader responsible for drawing the sky, the visible face(s)

GITechDemo/Code/AppMain/GITechDemo/Resources/AppResources.cpp

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@@ -619,8 +619,8 @@ namespace GITechDemoApp
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CREATE_ARTIST_PARAMETER_OBJECT("Quarter resolution", "Toggle rendering into a quarter resolution buffer", "SSAO", SSAO_USE_QUARTER_RESOLUTION_BUFFER, 1.f);
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// Sky
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CREATE_ARTIST_PARAMETER_OBJECT("Sun radius", "Affects the radius of the sun", "Sky", fSunRadius.GetCurrentValue(), 10.f);
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CREATE_ARTIST_PARAMETER_OBJECT("Sun brightness", "Affects the brightness of the sun", "Sky", fSunBrightness.GetCurrentValue(), 10.f);
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CREATE_ARTIST_PARAMETER_OBJECT("Sun radius", "Affects the radius of the sun", "Sky", fSunRadius.GetCurrentValue(), 10.f);
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CREATE_ARTIST_PARAMETER_OBJECT("Sun brightness", "Affects the brightness of the sun", "Sky", fSunBrightness.GetCurrentValue(), 10.f);
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// RSM
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CREATE_ARTIST_PARAMETER_OBJECT("Indirect lights enable", "Toggle the rendering of indirect lights", "Reflective shadow map", INDIRECT_LIGHT_ENABLED, 1.f);

README.md

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@@ -12,6 +12,7 @@ GITechDemo is a global illumination technical demo application developed using a
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- Ray marched volumetric lighting
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- Reflective shadow maps for indirect illumination
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- Screen space ambient occlusion
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- Screen space reflections
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- Depth of field with bokeh
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- Camera motion blur
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- Bloom

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