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| export const vertex = /* glsl */ ` | |
| varying vec3 vWorldDirection; | |
| #include <common> | |
| void main() { | |
| vWorldDirection = transformDirection( position, modelMatrix ); | |
| #include <begin_vertex> | |
| #include <project_vertex> | |
| gl_Position.z = gl_Position.w; // set z to camera.far | |
| } | |
| `; | |
| export const fragment = /* glsl */ ` | |
| #include <envmap_common_pars_fragment> | |
| uniform float opacity; | |
| varying vec3 vWorldDirection; | |
| #include <cube_uv_reflection_fragment> | |
| void main() { | |
| vec3 vReflect = vWorldDirection; | |
| #include <envmap_fragment> | |
| gl_FragColor = envColor; | |
| gl_FragColor.a *= opacity; | |
| #include <tonemapping_fragment> | |
| #include <encodings_fragment> | |
| } | |
| `; | |