#version 450 #include "std/math.glsl" uniform sampler2D envmap; uniform vec4 envmap_data_world; // angle, sin(angle), cos(angle), strength in vec3 normal; out vec4 frag_color; void main() { vec3 n = normalize(normal); frag_color.rgb = texture(envmap, envmap_equirect(-n, envmap_data_world.x)).rgb * envmap_data_world.w; frag_color.a = 0.0; // Mark as non-opaque }