// Iris shader-pack options. Profiles in shaders.properties select these values.
#ifndef NOISE_OPTIONS_GLSL
#define NOISE_OPTIONS_GLSL

#define SHADOW_SAMPLES 12 // [0 4 8 12 16 24 32]
#define SHADOW_SOFTNESS 1.00 // [0.65 1.00 1.35]
#define FOG_QUALITY 2 // [0 1 2]
#define REFLECTIONS 1 // [0 1 2]
#define VOLUMETRICS 1 // [0 1 2]
#define CLOUD_QUALITY 2 // [0 1 2 3]
#define CLOUD_RESOLUTION 0 // [0 1]
#define BLOOM 1 // [0 1]
#define BLOOM_RESOLUTION 0 // [0 1]
#define AO 1 // [0 1]
#define WAVES 1 // [0 1]
#define WIND 1 // [0 1]
#define VIGNETTE 0 // [0 1]
#define EYE_ADAPTATION 1 // [0 1]

// Post-processing. FXAA is the inexpensive fallback. Temporal resolve uses
// reprojection and persistent colour/depth history without projection jitter;
// when upscaling, resolve runs at scene resolution before final reconstruction.
#define AA_MODE 2 // [0 1 2]
#define TEMPORAL_FRAMES 8 // [1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16]
#define UPSCALE_MODE 0 // [0 1]
#define RENDER_SCALE 1.00 // [0.50 0.59 0.67 0.77 0.85 1.00]
#define UPSCALE_QUALITY 0 // [0 1]
#define FSR_SHARPNESS 1.00 // [0.00 0.25 0.50 0.75 1.00 1.25 1.50 2.00]

#endif
