sky-lighting-model-fsh.glsl 255 B

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  1. uniform float time;
  2. varying vec3 vWorldPosition;
  3. varying vec3 vWorldNormal;
  4. void main() {
  5. vec3 viewDir = normalize(vWorldPosition - cameraPosition);
  6. vec3 colour = CalculateSkyLighting(viewDir, vWorldNormal);
  7. gl_FragColor = vec4(colour, 1.0);
  8. }