!!cvarf ffov !!samps reflectcube #include "sys/defs.h" //panoramic view rendering, for promo map shots or whatever. layout(location=0) varying vec2 texcoord; #ifdef VERTEX_SHADER void main() { texcoord = v_texcoord.xy; gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER void main() { vec3 tc; float ang; ang = texcoord.x*radians(cvar_ffov); tc.x = sin(ang); tc.y = -texcoord.y; tc.z = cos(ang); gl_FragColor = textureCube(s_reflectcube, tc); } #endif