// Scaling from the Z texture rows coordinate to the normalized texture row coordinate. uniform float z_to_texture_row; uniform float z_texture_row_to_normalized; float z_blend = 0.25 * cos(min(M_PI, ...
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) #define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION) #define LIGHT_TOP_SHININESS 20.0 const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015 ...