Here is the shader by Marisa:
Code: Select all
vec4 Process(vec4 color)
{
vec3 eyedir = normalize(uCameraPos.xyz - pixelpos.xyz);
vec3 norm = reflect(eyedir, normalize(vWorldNormal.xyz));
return getTexel(norm.xz * 0.5) * color ;
}
Here is what it looks like: Here is what I'd like to get (I put a thin opaque 3D floor above the surface with the shader texture applied): Here is the enivornment map texture: So what I'd like to get is to being able to define a particular environment map texture in GLDEFS per texture so the shader would kind of process both textures at once, like that:
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material texture "FLOOR7_2"
{
shader "shaders/EnvMapRefl_Marisa.fp"
reflectionmap "textures/reflectionmaps/environmentmap1.jpg"
opacity 0.5
}



