blob: 3e36e0af5586a4a5af60b6c080b99e3161574dd4 [file] [log] [blame]
#import "Common/ShaderLib/Optics.glsllib"
uniform ENVMAP m_Texture;
varying vec3 direction;
void main() {
vec3 dir = normalize(direction);
gl_FragColor = Optics_GetEnvColor(m_Texture, direction);
}