#ifndef GLOBALS_GLSL
#define GLOBALS_GLSL

layout(std140, set = 0, binding = 0) uniform u_globals {
    mat4 view_mat;
    mat4 proj_mat;
    mat4 all_mat;
    vec4 cam_pos;
    vec4 focus_off;
    vec4 focus_pos;
    vec4 view_distance;
    vec4 time_of_day;
    vec4 sun_dir;
    vec4 moon_dir;
    vec4 tick;
    vec4 screen_res;
    uvec4 light_shadow_count;
    vec4 shadow_proj_factors;
    uvec4 medium;
    ivec4 select_pos;
    vec4 gamma_exposure;
    float ambiance;
    // 0 - FirstPerson
    // 1 - ThirdPerson
    uint cam_mode;
    float sprite_render_distance;
    float gloabls_dummy; // Fix alignment.
};

// Specifies the pattern used in the player dithering
mat4 threshold_matrix = mat4(
    vec4(1.0 / 17.0,  9.0 / 17.0,  3.0 / 17.0, 11.0 / 17.0),
    vec4(13.0 / 17.0,  5.0 / 17.0, 15.0 / 17.0,  7.0 / 17.0),
    vec4(4.0 / 17.0, 12.0 / 17.0,  2.0 / 17.0, 10.0 / 17.0),
    vec4(16.0 / 17.0,  8.0 / 17.0, 14.0 / 17.0,  6.0 / 17.0)
);
float distance_divider = 2;
float shadow_dithering = 0.5;

#endif