#ifndef COMMONS_SKY_ #define COMMONS_SKY_ #include vec3 pick_sky_color(samplerCube cubemap) { vec3 skyLightColor = texture(cubemap, vec3(0.4f, 0.05f, 0.4f)).rgb; skyLightColor *= SKY_LIGHT_TINT; skyLightColor = min(vec3(1.0f), skyLightColor * SKY_LIGHT_MUL); skyLightColor = max(MIN_SKY_LIGHT, skyLightColor); return skyLightColor; } #endif // COMMONS_SKY_