uniform sampler2D tex; uniform float angle; uniform float time; varying vec3 pos; varying vec3 N; vec4 getEnvColor(vec3 p) { float az = atan(p.x, p.y + 0.01); float ax = -pos.z; vec4 sample = vec4(0.0); for (int i = 0; i < 8; ++i) { float fi = float(i); float s = ax * 2.0 / (1.0 + fi) + time * 0.01 * (2.0 + fi); float t = angle + (2.5) * az / 3.14159; sample += texture2D(tex, vec2(s,t)) / (1.0 + 0.3 * fi); } return sample; } vec3 diffuseLighting(vec3 pos, vec3 nml) { float df1 = 0.8 * max(0.0, dot(nml, vec3(1.0,0.2, 0.0))); float df2 = 0.2 * max(0.0, dot(nml, vec3(-1.0,-0.1, 0.0))); vec3 diffuse = vec3(df1) * vec3(0.8,0.7,0.6) + vec3(df2) * vec3(0.6,0.7,0.8); return diffuse; } void main() { vec3 nml = normalize(N); vec3 R = reflect(-pos, normalize(nml)); vec3 envColor = getEnvColor(R).xyz * mix(vec3(1.0), gl_Color.xyz, 0.4); vec3 diffuseColor = getEnvColor(pos).xyz * gl_Color.xyz; gl_FragColor = vec4( diffuseColor + envColor, 1.0); }