VoxelEngine/res/shaders/lib/commons.glsl
2024-02-29 23:47:07 +03:00

13 lines
399 B
GLSL

#define PI 3.1415926535897932384626433832795
#define PI2 (PI*2)
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;
}