/* MakeUp - 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(0.06885294, 0.06297058, 0.04879411)
#define LIGHT_DAY_COLOR vec3(0.06885294, 0.06297058, 0.04879411)
#define LIGHT_NIGHT_COLOR vec3(0.06885294, 0.06297058, 0.04879411)

#define ZENITH_SUNSET_COLOR vec3(0.0479638 , 0.04343892, 0.04253394)
#define ZENITH_DAY_COLOR vec3(0.0479638 , 0.04343892, 0.04253394)
#define ZENITH_NIGHT_COLOR vec3(0.0479638 , 0.04343892, 0.04253394)

#define HORIZON_SUNSET_COLOR vec3(0.0479638 , 0.04343892, 0.04253394)
#define HORIZON_DAY_COLOR vec3(0.0479638 , 0.04343892, 0.04253394)
#define HORIZON_NIGHT_COLOR vec3(0.0479638 , 0.04343892, 0.04253394)

#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
#define FOG_DAY 1.0
#define FOG_SUNSET 1.0
#define FOG_NIGHT 1.0

#include "/lib/color_conversion.glsl"
