// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off #define PI 3.14159265 vec4 ProcessLight( vec4 color ) { float glow = (1.0+sin(timer*4*PI))*0.25; 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)); return getTexel(norm.xz*0.5); }