#ifndef COMMONS_GLSL_ #define COMMONS_GLSL_ #include vec4 decompress_light(float compressed_light) { vec4 result; int compressed = floatBitsToInt(compressed_light); result.r = ((compressed >> 24) & 0xFF) / 255.f; result.g = ((compressed >> 16) & 0xFF) / 255.f; result.b = ((compressed >> 8) & 0xFF) / 255.f; result.a = (compressed & 0xFF) / 255.f; return result; } vec3 pick_sky_color(samplerCube cubemap) { vec3 skyLightColor = texture(cubemap, vec3(0.4f, 0.0f, 0.4f)).rgb; skyLightColor *= SKY_LIGHT_TINT; skyLightColor = min(vec3(1.0), skyLightColor*SKY_LIGHT_MUL); skyLightColor = max(MIN_SKY_LIGHT, skyLightColor); return skyLightColor; } vec3 apply_planet_curvature(vec3 modelPos, vec3 pos3d) { modelPos.y -= pow(length(pos3d.xz)*CURVATURE_FACTOR, 3.0); return modelPos; } #endif // COMMONS_GLSL_