flat in int cellOffset; 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_nor = mat3(ViewMatrixInverse) * view_nor; IrradianceData ir_data = load_irradiance_cell(cellOffset, world_nor); FragColor = vec4(compute_irradiance(world_nor, ir_data), 1.0); }