#if !defined _CLOUDCONSTANTS_
#define _CLOUDCONSTANTS_

//#define VOLUMETRIC_CLOUDS
#define VC_QUALITY 24 //[5 10 15 20 24 32 64 128 256 512]
#define VC_SUNLIGHT_QUALITY 12 //[2 3 4 5 6 7 8 9 10 12 14 16 18 20 22 24 26 28 30 32 36 40 44 48 52 56 60 64]
#define VC_NOISE_OCTAVES 5 //[3 4 5 6 7 8]
#define VC_LOCAL_COVERAGE
//#define VC_SHADOWS
#define VC_MULTISCAT    //Simulates multiscattering.
#define VC_MULTISCAT_QUALITY 8  //[1 2 3 4 5 6 7 8 9 10 12 14 16 32]
#define VC_GROUND_LIGHTING
#define VC_HQ_SKYLIGHTING 

#define volumetric_cloudThicknessMult 1.0 //[0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.4 1.6 1.8 2.0 2.2 2.4 2.6 2.8 3.0]
#define volumetric_cloudDensity 0.15  //[0.005 0.075 0.01 0.0125 0.015 0.0175 0.02 0.025 0.03 0.035 0.04 0.045 0.05 0.06 0.07 0.08 0.09 0.1 1.25 1.5 1.75 2.0 2.5 3.0]
#define volumetric_cloudHeight 1600.0   //[100.0 110.0 120.0 130.0 140.0 160.0 180.0 200.0 220.0 240.0 260.0 280.0 300.0 400.0 500.0 600.0 700.0 800.0 900.0 1000.0 1200.0 1400.0 1600.0 1800.0 2000.0 10000.0]
#define volumetric_cloudMinHeight volumetric_cloudHeight

const float volumetric_cloudThickness = 1500.0 * volumetric_cloudThicknessMult;
const float volumetric_cloudMaxHeight = volumetric_cloudMinHeight + volumetric_cloudThickness;

#define PLANAR_CLOUDS
#define PLANAR_CLOUDS_HEIGHT 9000.0 //[5000.0 5500.0 6000.0 6500.0 7000.0 7500.0 8000.0 8500.0 9000.0 9500.0 10000.0 11000.0 12000.0 13000.0]

const float PLANAR_CLOUDS_THICKNESS = 600.0;

#define PLANAR_CLOUDS_MULTISCSAT_QUALITY 8 //[1 2 3 4 5 6 7 8 9 10 12 14 16 32]


#endif
