#ifndef COMMONS_SKY_ #define COMMONS_SKY_ #include vec3 pick_sky_color(samplerCube cubemap, float dayTime, vec3 minSkyLight) { float elevation = sin(dayTime * PI2) * 0.2; vec3 skyLightColor = texture(cubemap, vec3(0.0f, elevation, -0.4f)).rgb; skyLightColor *= SKY_LIGHT_TINT; skyLightColor = min(vec3(1.0f), skyLightColor * SKY_LIGHT_MUL); skyLightColor = max(minSkyLight, skyLightColor); return skyLightColor; } #endif // COMMONS_SKY_