Refactor mesh handling to use templated vertex structures for improved type safety and flexibility
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@@ -1,28 +1,17 @@
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#ifndef COMMONS_GLSL_
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#define COMMONS_GLSL_
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#include <constants>
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vec4 decompress_light(float compressed_light) {
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vec4 result;
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int compressed = floatBitsToInt(compressed_light);
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result.r = ((compressed >> 24) & 0xFF) / 255.f;
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result.g = ((compressed >> 16) & 0xFF) / 255.f;
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result.b = ((compressed >> 8) & 0xFF) / 255.f;
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result.a = (compressed & 0xFF) / 255.f;
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return result;
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}
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vec3 pick_sky_color(samplerCube cubemap) {
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vec3 skyLightColor = texture(cubemap, vec3(0.4f, 0.0f, 0.4f)).rgb;
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skyLightColor *= SKY_LIGHT_TINT;
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skyLightColor = min(vec3(1.0), skyLightColor*SKY_LIGHT_MUL);
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skyLightColor = min(vec3(1.0f), skyLightColor * SKY_LIGHT_MUL);
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skyLightColor = max(MIN_SKY_LIGHT, skyLightColor);
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return skyLightColor;
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}
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vec3 apply_planet_curvature(vec3 modelPos, vec3 pos3d) {
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modelPos.y -= pow(length(pos3d.xz)*CURVATURE_FACTOR, 3.0);
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modelPos.y -= pow(length(pos3d.xz) * CURVATURE_FACTOR, 3.0f);
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return modelPos;
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}
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