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armorpaint/base/shaders/world_pass.frag.glsl
T
luboslenco 70a6da69a8 Format
2024-08-15 20:29:14 +02:00

16 lines
371 B
GLSL

#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
}