state->g_debug_complexity = k_debug_light_complexity;
state->g_time_of_day = vg_fractf( world->time );
+ if( vg.quality_profile == k_quality_profile_high )
+ state->g_shadow_samples = 8;
+ else if( vg.quality_profile == k_quality_profile_low )
+ state->g_shadow_samples = 2;
+ else
+ state->g_shadow_samples = 0;
+
state->g_day_phase = cosf( state->g_time_of_day * VG_PIf * 2.0f );
state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf );