// basic texture + masked pseudo-matcap void SetupMaterial( inout Material mat ) { vec4 base = getTexel(vTexCoord.st); float mask = texture(masktex,vTexCoord.st).x; vec3 rnorm = normalize(vEyeNormalOrig.xyz)*vec3(1,-1,1); mat.Base = vec4(base.rgb+texture(envtex,rnorm.xy*.49+.5).rgb*mask,base.a); mat.Normal = ApplyNormalMap(vTexCoord.st); if ( (uTextureMode&TEXF_Brightmap) != 0 ) mat.Bright = texture(brighttexture,vTexCoord.st); }