/* Reflexa - color_utils.glsl
Color utility functions

Modified by: Haider
KDXavier - All Rights Reserved
*/

uniform float day_moment;
uniform float day_mixer;
uniform float night_mixer;

#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(0.08, 0.04, 0.12)
#define ZENITH_DAY_COLOR vec3(0.08, 0.04, 0.12)
#define ZENITH_NIGHT_COLOR vec3(0.08, 0.04, 0.12)

#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(0.29975, 0.15392353, 0.0799)
#elif BLOCKLIGHT_TEMP == 1
    #define CANDLE_BASELIGHT vec3(0.27475, 0.17392353, 0.0899)
#elif BLOCKLIGHT_TEMP == 2
    #define CANDLE_BASELIGHT vec3(0.24975, 0.19392353, 0.0999)
#elif BLOCKLIGHT_TEMP == 3
    #define CANDLE_BASELIGHT vec3(0.22, 0.19, 0.14)
#else
    #define CANDLE_BASELIGHT vec3(0.19, 0.19, 0.19)
#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"
