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3dc4cf0841
- Use struct to separate light and ao fields - Move light config TODO to impl - Fix formatting in InstancerProvider docs
13 lines
397 B
GLSL
13 lines
397 B
GLSL
struct FlwLightAo {
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vec2 light;
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float ao;
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};
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/// Get the light at the given world position.
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/// This may be interpolated for smooth lighting.
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bool flw_light(vec3 worldPos, vec3 normal, out FlwLightAo light);
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/// Fetches the light value at the given block position.
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/// Returns false if the light for the given block is not available.
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bool flw_lightFetch(ivec3 blockPos, out vec2 light);
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