// IMPORTANT: // This prelude is injected in both vertex and fragment shader be wary // of precision qualifiers as vertex and fragment precision may differ #define EPSILON 0.0000001 #define PI 3.141592653589793 #define EXTENT 8192.0 #define HALF_PI PI / 2.0 #define QUARTER_PI PI / 4.0 #define RAD_TO_DEG 180.0 / PI #define DEG_TO_RAD PI / 180.0 #define GLOBE_RADIUS EXTENT / PI / 2.0