VoxelEngine/res/shaders/lib/commons.glsl

19 lines
540 B
GLSL

#ifndef COMMONS_GLSL_
#define COMMONS_GLSL_
#include <constants>
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_