#ifndef COMMONS_GLSL_ #define COMMONS_GLSL_ #include 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(1.0f), 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, 3.0f); return modelPos; } #endif // COMMONS_GLSL_