// imitation of the Unreal Engine 1.x ambient glow effect vec4 ProcessLight( vec4 color ) { vec2 gs = texture(ambglow,vec2(.5)).xy; if ( gs.x > .5 ) return color; if ( gs.y > .5 ) { float glow = max(0.,sin(timer*4)-.5); return vec4(min(color.rgb+vec3(glow),1.),color.a); } float glow = 0.25+0.2*sin(timer*8); return vec4(min(color.rgb+vec3(glow),1.0),color.a); } // imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close vec4 ProcessTexel() { vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz); vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz)); vec2 gs = texture(ambglow,vec2(.5)).xy; if ( gs.x > .5 ) getTexel(norm.xz*0.5+0.5); if ( gs.y > .5 ) { float glow = max(0.,sin(timer*4)-.5); vec4 col = getTexel(norm.xz*.5+.5); return vec4(min(col.rgb+vec3(glow),1.),col.a); } return getTexel(norm.xz*0.5+0.5); }