/* SPDX-FileCopyrightText: 2020-2025 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup intern_sky_modal */ #pragma once void SKY_single_scattering_precompute_texture(float *pixels, int stride, int width, int height, float sun_elevation, float altitude, float air_density, float aerosol_density, float ozone_density); void SKY_single_scattering_precompute_sun(float sun_elevation, float angular_diameter, float altitude, float air_density, float aerosol_density, float r_pixel_bottom[3], float r_pixel_top[3]); void SKY_multiple_scattering_precompute_texture(float *pixels, int stride, int width, int height, float sun_elevation, float altitude, float air_density, float aerosol_density, float ozone_density); void SKY_multiple_scattering_precompute_sun(float sun_elevation, float angular_diameter, float altitude, float air_density, float aerosol_density, float ozone_density, float r_pixel_bottom[3], float r_pixel_top[3]); float SKY_earth_intersection_angle(float altitude);