4f36e43b14
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14797 178a84e3-b1eb-0310-8ba1-8eac791a3b58
27 lines
868 B
GLSL
27 lines
868 B
GLSL
#version 130
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uniform sampler2D tex;
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noperspective in vec3 eyenor;
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noperspective in vec3 viewpos;
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noperspective in vec3 nor;
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void main() {
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// Calculate the spherical UV
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const vec3 forward = vec3(0.0, 0.0, 1.0);
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// get the angle between the forward vector and the horizontal portion of the normal
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vec3 normal_x = normalize(vec3(eyenor.x, 0.0, eyenor.z));
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float sin_theta_x = length(cross( forward, normal_x )) * eyenor.x/abs(eyenor.x);
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// get the angle between the forward vector and the vertical portion of the normal
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vec3 normal_y = normalize(vec3(0.0, eyenor.y, eyenor.z));
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float sin_theta_y = length(cross( forward, normal_y )) * eyenor.y/abs(eyenor.y);
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vec4 detail0 = texture2D(tex, vec2(0.5 + sin_theta_x*0.5, 0.5 + sin_theta_y*0.5));
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gl_FragData[0] = detail0 * gl_Color;
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gl_FragData[1] = vec4(nor, gl_FragCoord.z);
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gl_FragData[2] = vec4(0.);
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}
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