// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close // + // imitation of the Unreal Engine 1.x ambient glow effect void SetupMaterial( inout Material mat ) { vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz); vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz)); float glow = .25+.2*sin(timer*8.); mat.Bright = vec4(vec3(glow),1.); mat.Base = getTexel(norm.xz*.5+.5); mat.Normal = ApplyNormalMap(vTexCoord.st); }