text: #pragma once
  
  /**
   * Copyright (c) 2017-present, Facebook, Inc.
   * All rights reserved.
   *
   * This source code is licensed under the BSD-style license found in the
   * LICENSE file in the root directory of this source tree. An additional grant
   * of patent rights can be found in the PATENTS file in the same directory.
   */
  
  #include "raycaster_common.h"
  
  #define MSAA_SHADE 0
  #define SSAA_SHADE 1
  #define SUPERSHADING_MODE MSAA_SHADE
  #define JITTER_SAMPLES 0
  // TODO(anankervis): GPU foveated path doesn't pass along correct tile culling frusta to intersect (yet)
  #define FOVEATED_TRIANGLE_FRUSTA_TEST_DISABLE 0
  
  #define DOF_LENS_POS_LOOKUP_TABLE_TILES 4
  
  #define ENABLE_HACKY_WIDE_FOV 0
  #define HACKY_WIDE_FOV_W 210.0f
  #define HACKY_WIDE_FOV_H 130.0f
  
  #define SM_BARYCENTRIC 2
  #define SM_TRI_ID 3
  #define SM_UV 4
  #define SM_WS_NORMAL 5
  #define SM_NO_MATERIAL_BRDF 6
  #define SM_LAMBERTIAN_TEXTURE 7
  #define SM_FULL_BRDF 8
  #define SM_MATERIAL_ID 9
  #define COLOR_SHADING_MODE SM_FULL_BRDF
  
  #define CUDA_GROUP_WIDTH 16
  #define CUDA_GROUP_HEIGHT 8
  #define CUDA_GROUP_SIZE (CUDA_GROUP_WIDTH * CUDA_GROUP_HEIGHT)
  