refactor res/shaders
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#ifndef CONSTANTS_GLSL_
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#define CONSTANTS_GLSL_
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// geometry
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#define CURVATURE_FACTOR 0.002
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// lighting
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#define SKY_LIGHT_MUL 2.5
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#define SKY_LIGHT_TINT vec3(0.9, 0.8, 1.0)
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#define MAX_SKY_LIGHT vec3(0.1, 0.11, 0.14)
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// fog
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#define FOG_POS_SCALE vec3(1.0, 0.2, 1.0)
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#endif // CONSTANTS_GLSL_
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