procedural-3d-engine/shaders/glsl/sphericalenvmapping/sem.frag

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#version 450
layout (binding = 1) uniform sampler2DArray matCap;
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layout (location = 0) in vec3 inColor;
layout (location = 1) in vec3 inEyePos;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in flat int inTexIndex;
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layout (location = 0) out vec4 outFragColor;
void main()
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{
vec3 r = reflect( inEyePos, inNormal );
vec3 r2 = vec3( r.x, r.y, r.z + 1.0 );
float m = 2.0 * length( r2 );
vec2 vN = r.xy / m + .5;
outFragColor = vec4( texture( matCap, vec3(vN, inTexIndex)).rgb * (clamp(inColor.r * 2, 0.0, 1.0)), 1.0 );
}