//agf_include "core_fragment.glsl" //agf_include "vertex2fragment_uv2.glsl" //agf_include "environment_fragment_shared_functions.glsl" varying vec3 vertOut_vPosition; uniform sampler2D environment_texture; uniform vec4 environmentColor; /***********************************************************************/ void main() { vec2 uv = vertOut_UV; vec4 envColor; vec4 texLookup; texLookup = texture2D(environment_texture, uv); envColor.rgb = mix(environmentColor.rgb, texLookup.rgb, texLookup.a); if (uv.x < 0 || uv.x > 1 || uv.y<0 || uv.y>1) envColor.rgb = environmentColor.rgb; gl_FragColor.rgb = envColor.rgb; gl_FragColor.a = environmentColor.a; }