#include "Uniforms.glsl" #include "Samplers.glsl" #include "Transform.glsl" varying vec3 EyeV; void VS() { EyeV = iNormal; gl_Position = iPos; } void PS() { vec3 V = normalize( EyeV ) + vec3(0,.2,0); vec2 lt = vec2( (1.0 + normalize( V.xz ).y) / 2.0, 1.0 - normalize( V ).y ); gl_FragColor = texture2D( sDiffMap, lt ); }