refactor res/shaders

This commit is contained in:
MihailRis
2024-07-20 16:05:06 +03:00
parent 52381d5afa
commit 8e159009eb
16 changed files with 85 additions and 61 deletions
+17 -2
View File
@@ -1,12 +1,27 @@
#ifndef COMMONS_GLSL_
#define COMMONS_GLSL_
#include <constants>
#define PI 3.1415926535897932384626433832795
#define PI2 (PI*2)
vec4 decompress_light(float compressed_light) {
vec4 result;
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;
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(MAX_SKY_LIGHT, skyLightColor);
return skyLightColor;
}
#endif // COMMONS_GLSL_