add entity shader
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@@ -3,9 +3,6 @@
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#include <constants>
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#define PI 3.1415926535897932384626433832795
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#define PI2 (PI*2)
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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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@@ -24,4 +21,9 @@ vec3 pick_sky_color(samplerCube cubemap) {
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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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return modelPos;
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}
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#endif // COMMONS_GLSL_
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@@ -1,6 +1,9 @@
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#ifndef CONSTANTS_GLSL_
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#define CONSTANTS_GLSL_
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#define PI 3.1415926535897932384626433832795
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#define PI2 (PI*2)
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// geometry
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#define CURVATURE_FACTOR 0.002
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