/* Prisma - color_utils.glsl
Usefull data for color manipulation.

Javier Garduño - GNU Lesser General Public License v3.0
*/

uniform float dayMoment;
uniform float dayMixer;
uniform float nightMixer;

#define OMNI_TINT 0.5
#define LIGHT_SUNSET_COLOR vec3(0.1023825, 0.082467, 0.1023825)
#define LIGHT_DAY_COLOR vec3(0.1023825, 0.082467, 0.1023825)
#define LIGHT_NIGHT_COLOR vec3(0.1023825, 0.082467, 0.1023825)

#define ZENITH_SUNSET_COLOR vec3(0.0465375, 0.037485, 0.0465375)
#define ZENITH_DAY_COLOR vec3(0.0465375, 0.037485, 0.0465375)
#define ZENITH_NIGHT_COLOR vec3(0.0465375, 0.037485, 0.0465375)

#define HORIZON_SUNSET_COLOR vec3(0.0465375, 0.037485, 0.0465375)
#define HORIZON_DAY_COLOR vec3(0.0465375, 0.037485, 0.0465375)
#define HORIZON_NIGHT_COLOR vec3(0.0465375, 0.037485, 0.0465375)

#define WATER_COLOR vec3(0.01647059, 0.13882353, 0.16470588)

#if BLOCKLIGHT_TEMP == 0
    #define CANDLE_BASELIGHT vec3(0.326, 0.168, 0.087)
#elif BLOCKLIGHT_TEMP == 1
    #define CANDLE_BASELIGHT vec3(0.299, 0.190, 0.098)
#elif BLOCKLIGHT_TEMP == 2
    #define CANDLE_BASELIGHT vec3(0.272, 0.212, 0.109)
#elif BLOCKLIGHT_TEMP == 3
    #define CANDLE_BASELIGHT vec3(0.240, 0.208, 0.153)
#else
    #define CANDLE_BASELIGHT vec3(0.208, 0.208, 0.208)
#endif

#include "/lib/day_blend.glsl"

// Fog parameter per hour
#if VOL_LIGHT == 1 || (VOL_LIGHT == 2 && defined SHADOW_CASTING)
    #define FOG_DENSITY 1.0
#else
    #define FOG_DAY 1.0
    #define FOG_SUNSET 1.0
    #define FOG_NIGHT 1.0
#endif

#include "/lib/color_conversion.glsl"