// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #pragma once extern float seedDustRadius; extern float seedDustNumPerSite; extern float seedDustNumPerSiteCollisionEvent; extern float applyForcePointAreaPerSample; extern float applyForceFromPointsDrag; extern float noiseKIsoDecay; extern float noiseKAniDecay; extern float noise3DScale; extern float noise2DScale; extern float dustMaxLife; extern float dustMinLife; extern float dustParticleOpacity; extern float dustParticleRenderRadius; extern float particleStartFade; extern float octaveScaling; extern float divStrength; extern float curDivStrength; extern float divStrengthReductionRate; extern bool doGaussianBlur; extern float blurVelSigmaFDX; extern float blurVelCenterFactor; extern float curlScale; extern float areaPerDustSample; extern float areaPerDebris; extern float minSizeDecayRate; extern float explodeVel; // Velocity of debris extern float numParPerMeteor; extern float minMeteorDustLife; extern float maxMeteorDustLife; extern float minMeteorDustSize; extern float maxMeteorDustSize; extern int maxNumDebrisPerType; extern float sleepingThresholdRB; extern float sleepingThresholdParticles; extern int maxNumDebrisToAdd; extern float minMeteorSizeDecayRate;