VoxelEngine/res/shaders/lib/commons.glsl
2024-12-27 08:34:29 +03:00

30 lines
876 B
GLSL

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