#ifndef WORLD_FRAME_DATA_GLSL
#define WORLD_FRAME_DATA_GLSL

#include "common.glsl"

layout(
    set = GLSL_WORLD_FRAME_DESCRIPTOR_SET,
    binding = 0
) uniform FrameData {
    mat4 proj;
    mat4 view;
    mat4 antiVP;
    mat4 skybox;
    mat4 antiSkybox;
    mat4 cloudTransform;
    vec3 ambientColor;
    uvec3 cameraVoxel;
    vec3 cameraOffset;
    uvec2 screenTiles;
    uvec2 screenSize;
    float solarAngle;
    float fogStartZ;
    float playerZ;
    float farZ;
    float cloudCover;
    uint ticks;
    uint flags;         // GLSL_FRAMEDATA_*
    float debugSpecular;
    float debugRefractValue;
} uFrameData;

#endif