vec2 matcap_uv_compute(vec3 I, vec3 N, bool flipped) { /* Quick creation of an orthonormal basis */ float a = 1.0 / (1.0 + I.z); float b = -I.x * I.y * a; vec3 b1 = vec3(1.0 - I.x * I.x * a, b, -I.x); vec3 b2 = vec3(b, 1.0 - I.y * I.y * a, -I.y); vec2 matcap_uv = vec2(dot(b1, N), dot(b2, N)); if (flipped) { matcap_uv.x = -matcap_uv.x; } return matcap_uv * 0.496 + 0.5; } vec3 get_matcap_lighting( sampler2D diffuse_matcap, sampler2D specular_matcap, vec3 base_color, vec3 N, vec3 I) { bool flipped = world_data.matcap_orientation != 0; vec2 uv = matcap_uv_compute(I, N, flipped); vec3 diffuse = textureLod(diffuse_matcap, uv, 0.0).rgb; vec3 specular = textureLod(specular_matcap, uv, 0.0).rgb; return diffuse * base_color + specular * float(world_data.use_specular); }