// #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Cameras.gdshaderinc"

#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"

bool cameraContainsLayerIndex( int layerIndex, uint _CAMERA_VISIBLE_LAYERS )
{
  uint layer = uint( 1 << ( layerIndex - 1 ) );
  return ( _CAMERA_VISIBLE_LAYERS & layer ) == layer;
}

bool cameraHasOnlyLayerIndex( int layerIndex, uint _CAMERA_VISIBLE_LAYERS )
{
  uint layer = uint( 1 << ( layerIndex - 1 ) );
  return _CAMERA_VISIBLE_LAYERS == layer;
}

float cameraDistanceLocal( vec3 localPosition, vec3 _CAMERA_POSITION_WORLD, mat4 _MODEL_MATRIX )
{
  vec3 worldPosition = localToWorld( localPosition, _MODEL_MATRIX );

  return length( worldPosition - _CAMERA_POSITION_WORLD );
}

float cameraDistanceAmount( vec3 localPosition, vec3 _CAMERA_POSITION_WORLD, mat4 _MODEL_MATRIX, float close, float far )
{
  float distance = cameraDistanceLocal( localPosition, _CAMERA_POSITION_WORLD, _MODEL_MATRIX );
  float mapped = ( distance - close ) / ( far - close );
  return clamp( mapped, 0, 1 );
}
