// Distance around the edge of the camera (in pixels) to draw dynamic occluders. Increase this // number if you have large dynamic occluders and are experiencing pop-in. #macro BULB_DYNAMIC_OCCLUDER_RANGE 100 // Adds an extra triangle for each occluder to compensate for situations where a light might be // very close to an occluder. Normally, this would cause light to bleed through the wall. Setting // this macro to `true` will solve near-light problems but does incur a slight performance penalty. #macro BULB_COMPENSATE_FOR_NEAR_OCCLUDERS false // Whether renderers, lights, and sunlight should default to having normal map support enabled. // This saves a lot of time setting `.normalMap` on everything that you create. Enabling normal // maps has a significant performance penalty so use this carefully. #macro BULB_DEFAULT_USE_NORMAL_MAP false // The alpha threshold for sprites when drawing to the normal/specular map. Anything below this // value will be discarded by the shader. #macro BULB_NORMAL_MAP_ALPHA_THRESHOLD 0.5 // How intense the specular map effect should be. This generally is only noticeable when using HDR // lighting. The specular map is packed into the alpha channel of the normal map surface. #macro BULB_SPECULAR_MAP_INTENSITY 10.0 // The default notional "z height" for lights and sunlight. This z value is only used when // calculating normal map influence on lights. A lower value brings the light closer to the plane, // leading to a shallower angle of attack. This leads to more intense normal maps where the edges // of shapes will be highlighted more strongly than the tops of shapes, especially at distance. #macro BULB_DEFAULT_NORMAL_MAP_Z 0.2