Files
armorpaint/Shaders/common/world_pass.frag.glsl
T
2020-10-27 12:47:04 +01:00

17 lines
430 B
GLSL

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