/*
const int noiseTextureResolution = 256; // Needed for noisetex to work at all.

const float wetnessHalflife = 1.0;

const float sunPathRotation = -35; // [-80 -79 -78 -77 -76 -75 -74 -73 -72 -71 -70 -69 -68 -67 -66 -65 -64 -63 -62 -61 -60 -59 -58 -57 -56 -55 -54 -53 -52 -51 -50 -49 -48 -47 -46 -45 -44 -43 -42 -41 -40 -39 -38 -37 -36 -35 -34 -33 -32 -31 -30 -29 -28 -27 -26 -25 -24 -23 -22 -21 -20 -19 -18 -17 -16 -15 -14 -13 -12 -11 -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80]
const float ambientOcclusionLevel = 1.0;

#ifndef SHADOW_INFINITE_RENDER_DISTANCE
const float shadowDistance          = 160;  // Default if not set: 160 [40 60 80 120 160 240 320 480 640 960 1280]
const float shadowDistanceRenderMul = 1.0;  // Treated as infinite if negative, default is infinite
#endif
#if SHADOW_FILTER == SHADOW_FILTER_PCSS || SHADOW_FILTER == SHADOW_FILTER_DUAL_PCSS
const bool generateShadowMipmap = true;
#endif

const int colortex0Format = RGBA16;     // Gbuffer 0
const int colortex1Format = RGBA16;     // Gbuffer 1
const int colortex2Format = R32UI;      // Luminance histogram
const int colortex3Format = RGBA16F;    // Feedback: TAA, Exposure | Also used as blendable/loddable color
const int colortex4Format = RGBA8;      // RGBE8 encode
const int colortex5Format = RGBA16F;    // Some misc half-res stuff
const int colortex6Format = RGBA32F;    // Sky Scattering Image & cloud shadow, then loddable color, then bloom
const int colortex7Format = RGBA8;      // Shadows
const int colortex8Format = RG32F;      // Velocity buffer

const bool colortex3Clear = false;
const bool colortex4Clear = false;
const bool colortex6Clear = false;
const bool colortex7Clear = false;
const bool colortex8Clear = false;

const vec4 colortex0ClearColor = vec4(0.0, 0.0, 0.0, 1.0);
const vec4 colortex1ClearColor = vec4(0.0, 0.0, 0.0, 0.0);
*/
