#include <golden_days:general.glsl>

layout(std140) uniform Fog {
    vec4 FogColor;
    float FogEnvironmentalStart;
    float FogEnvironmentalEnd;
    float FogRenderDistanceStart;
    float FogRenderDistanceEnd;
    float FogSkyEnd;
    float FogCloudsEnd;
};

float linear_fog_value(float vertexDistance, float fogStart, float fogEnd) {
    return goldenDaysLinearFogFactor(vertexDistance, fogEnd);
}

float total_fog_value(float sphericalVertexDistance, float cylindricalVertexDistance, float environmentalStart, float environmentalEnd, float renderDistanceStart, float renderDistanceEnd) {
    return goldenDaysLinearFogFactor(sphericalVertexDistance, min(environmentalEnd, renderDistanceEnd));
}

vec4 apply_fog(vec4 inColor, float sphericalVertexDistance, float cylindricalVertexDistance, float environmentalStart, float environmentalEnd, float renderDistanceStart, float renderDistanceEnd, vec4 fogColor) {
    return goldenDaysApplyFog(inColor, sphericalVertexDistance, renderDistanceEnd, environmentalStart, environmentalEnd, fogColor);
}

float fog_spherical_distance(vec3 pos) {
    return length(pos);
}

float fog_cylindrical_distance(vec3 pos) {
    return length(pos);
}
