// 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*2*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() { 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)); return vec4(base.rgb+texture(envtex,norm.xz*0.5).rgb*mask,base.a); }