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      1 #import "Common/ShaderLib/Optics.glsllib"
      2 
      3 uniform ENVMAP m_Texture;
      4 
      5 varying vec3 direction;
      6 
      7 void main() {
      8     vec3 dir = normalize(direction);
      9     gl_FragColor = Optics_GetEnvColor(m_Texture, direction);
     10 }
     11 
     12