// #ifdef NO_TEXTURE_LOD_IN_FRAGMENT #define texture1DLod(t,c,l) texture1D(t,c) #define texture2DLod(t,c,l) texture2D(t,c) // #endif vec3 extend_normal(vec2 v) { // the higher the second value, the further away the light source from the landscape return normalize(vec3(v, 0.45)); } // Converts the pixel range 0.0..1.0 into the integer range 0..255 int f2i(float x) { return int(x * 255.9); }