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- #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 );
- }
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