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#include <glm/glm.hpp>
namespace overkill::C
{
using Tag = std::string;
using ID = int;
constexpr int VersionMajor = 4;
constexpr int VersionMinor = 1;
constexpr int WinWidth = 1000;
constexpr int WinHeight = 800;
constexpr char WinName[] = "Assignment 2 - Cube";
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constexpr float FOV = 88.0f;
constexpr float MaxFOV = 88.2f;
constexpr float MinFOV = 87.97f;
constexpr float ZoomSensitivity = 0.0033f;
constexpr float LookSensitivity = 0.013f;
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constexpr float PanSensitivity = 9;
constexpr float AspectRatio = (float)WinWidth / (float)WinHeight;
constexpr float NearClip = 0.1f;
constexpr float FarClip = 100.0f;
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constexpr float CameraOffset = -70; //How far back the camera is from the center of the scene.
const glm::vec4 ClearColor { 0.05f, 0.06f, 0.075f, 1.0f }; // Sexy blue
constexpr char PathBaseShader[] = "assets/shaders/base.shader";
constexpr char PathBaseTexture[] = "assets/textures/Checkers.jpg";
constexpr float PI = 3.14159265359f;
constexpr char TexturesFolder[] = "assets/textures";
constexpr char ShadersFolder[] = "assets/shaders";
constexpr char MaterialsFolder[] = "assets/materials";
constexpr char ModelsFolder[] = "assets/models";
constexpr char ScenesFolder[] = "assets/scenes";
constexpr unsigned int MAX_LIGHTS = 8; //inject it into shaders