#pragma BLENDER_REQUIRE(common_view_lib.glsl) uniform sampler2DArray probePlanars; in vec3 worldPosition; flat in int probeIdx; out vec4 FragColor; void main() { vec4 refco = ViewProjectionMatrix * vec4(worldPosition, 1.0); refco.xy /= refco.w; FragColor = vec4( textureLod(probePlanars, vec3(refco.xy * vec2(-0.5, 0.5) + 0.5, float(probeIdx)), 0.0).rgb, 1.0); }