#ifndef KEEL_BACKEND_GLSL #define KEEL_BACKEND_GLSL // What every shader includes: textures and the push block, for the backend being built. // Vulkan: bindless descriptor array + push constants. OpenGL 4.6: ARB_bindless_texture handles // in storage buffers + a uniform block. Shader code only uses the names defined here. #ifdef KEEL_GL #include "backend_gl.glsl" #else #include "backend_vk.glsl" #endif float sunLight(vec3 n) { const vec3 sun = normalize(vec3(0.4, 0.3, 0.85)); return 0.3 + 0.9 * max(dot(n, sun), 0.0); } #endif