// 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 // with the addition of a mask for blending the environment map with the base texture void SetupMaterial( inout Material mat ) { vec4 base = getTexel(vTexCoord.st); float mask = texture(masktex,vTexCoord.st).x; vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz); vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz)); mat.Base = vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a); float glow = .25+.2*sin(timer*8.); mat.Bright = vec4(vec3(glow),1.); mat.Normal = ApplyNormalMap(vTexCoord.st); mat.Normal = ApplyNormalMap(vTexCoord.st); }