Merge all features from glider feature branch
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_cubemapped.fs
1 uniform sampler2D uTexGarbage;
2 uniform sampler2D uTexMain;
3 uniform samplerCube uTexCubemap;
4 uniform vec3 uCamera;
5 uniform vec4 uPlane;
6 uniform vec4 uColour;
7
8 #include "light_clearskies_stddef.glsl"
9 #include "common_scene.glsl"
10 #include "motion_vectors_fs.glsl"
11
12 void main()
13 {
14 compute_motion_vectors();
15
16 vec3 vfrag = vec3(0.5,0.5,0.5);
17 vec4 vsamplemain = texture( uTexMain, aUv );
18 vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.0015 + aCo.yx*0.002 );
19 vec3 qnorm = aNorm.xyz;
20 vfrag = vsamplemain.rgb;
21
22 if( g_light_preview == 1 ){
23 vfrag = vec3(0.5);
24 }
25
26 vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );
27 oColour = vec4( vfrag, 1.0 );
28
29 vec3 halfdir = normalize( aWorldCo - uCamera );
30 vec3 reflectdir = reflect( halfdir, qnorm );
31 oColour = mix( oColour,
32 vec4(texture(uTexCubemap,reflectdir).rgb * uColour.rgb, 1.0),
33 uColour.a*wgarbage.b );
34 }