flat in int pid; in vec2 quadCoord; out vec4 FragColor; void main() { float dist_sqr = dot(quadCoord, quadCoord); /* Discard outside the circle. */ if (dist_sqr > 1.0) { discard; } vec3 view_nor = vec3(quadCoord, sqrt(max(0.0, 1.0 - dist_sqr))); vec3 world_ref = mat3(ViewMatrixInverse) * reflect(vec3(0.0, 0.0, -1.0), view_nor); FragColor = vec4(textureLod_octahedron(probeCubes, vec4(world_ref, pid), 0.0, prbLodCubeMax).rgb, 1.0); }