float aspect(vec2 v) { return v.x / v.y;} vec3 aspectCorrectedTexture() { vec2 uv; if (abs(_position.y) > 0.4999) { uv = _position.xz; } else if (abs(_position.z) > 0.4999) { uv = _position.xy; } else { uv = _position.yz; } uv += 0.5; uv.y = 1.0 - uv.y; return texture(iChannel0, uv).rgb;} float getProceduralColors(inout vec3 diffuse, inout vec3 specular, inout float shininess) { specular = aspectCorrectedTexture(); return 1.0;}
float aspect(vec2 v) {
return v.x / v.y;
}
vec3 aspectCorrectedTexture() {
vec2 uv;
if (abs(_position.y) > 0.4999) {
uv = _position.xz;
} else if (abs(_position.z) > 0.4999) {
uv = _position.xy;
} else {
uv = _position.yz;
}
uv += 0.5;
uv.y = 1.0 - uv.y;
return texture(iChannel0, uv).rgb;
}
float getProceduralColors(inout vec3 diffuse, inout vec3 specular, inout float shininess) {
specular = aspectCorrectedTexture();
return 1.0;
}