#define PATH_TRACING_RESOLUTION 1.0 //[0.1 0.2 0.25 0.33 0.5 0.667 0.75 1.0] //lower quality bounce light for way better performance

#define DIFFUSE_BOUNCE_LIGHT 20 //[ 0 1 2 3 4 5 6 7 8 9 10 11 12 15 20 30 40 50 60 70 80 90 100 150 200 300] //AMOUNT OF RAYTRACED AMBIENT SKY DIFFUSE LIGHTING

#define SPECULAR_BOUNCE_LIGHT 20 //[ 0 1 2 3 4 5 6 7 8 9 10 11 12 15 20 30 40 50 60 70 80 90 100 150 200 300]  //AMOUNT OF RAYTRACED AMBIENT SKY DIFFUSE LIGHTING

#define BOUNCE_LIGHT_M 1 //[0.2 0.5 0.75 1 2 3 4 5 6 7 8 9 10 20 30 40]

#define BOUNCE_MORE 0 //[0 1 2 3] // Amount of light bounces . Very Expensive! 

#define KILL_SWITCH 5 //[0 1 5 10 20 24 30 40 50 60] // Fps for Kill Switch . Light Simulation will stop below this fps! So you can still navugate menus and turn it down . RED BOX in top left, 	It will toggle per frame so you still might get lagged out
//requires
 //uniform float frameTime;
 
 
 #define RAY_ACCELERATION 0.05 //[0.05 0.1 0.15 0.2 0.25 0.3 0.35 0.4 0.5 0.6 0.7 1.0] //Speeds up rays to maintain precise close reflections and better ray distance at the same time . too high might hurt ray accuracy
 #define REFINER_STEPS_RAY 3 //[0 1 2 3 4 5 6 7 8 9 10] //fractal refinement of ray collission position

#define RAY_DIST 1 //[0 1 2 3 4 5 6 7 8 9 10] //further ray distance . this may break close reflections at low step count

#define SKY_RAY_NUM_W 1 // [0 1 2 3 4 5 6 7 8 9 10] // more looks better but is slower . ray number = 4 * w * h + 1 . w wedges in convergence cone

#define SKY_RAY_NUM_H 2 // [0 1 2 3 4 5 6 7 8 9 10] // more looks better but is slower . ray number = 4 * w * h + 1 .  h layers of petals in convergence cone
 
  #define DIFFUSE_THE_RAYS  15 //[0 1 2 3 4 5 6 7 8 9 10 15 20 25 30 40] 
  
  #define PBR_RAY_STEPS_SKY 20 // [0 5 10 20 30 40 50 60 70 80 90] 

 #define METAL_SMOOTHER 0.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] 
 #define METAL_REFLECTIVE 0.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] //increase metal reflectivity
 
 #define USE_MINECRAFT_TORCH_LIGHTING 1.0 //[ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0] 