!!cvarf ffov !!samps screen:samplerCube=0 //panoramic view rendering, for promo map shots or whatever. #ifdef VERTEX_SHADER attribute vec2 v_texcoord; varying vec2 texcoord; void main() { texcoord = v_texcoord.xy; gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER varying vec2 texcoord; uniform float cvar_ffov; void main() { vec3 tc; float ang; ang = texcoord.x*radians(cvar_ffov); tc.x = sin(ang); tc.y = -texcoord.y; tc.z = cos(ang); gl_FragColor = textureCube(s_screen, tc); } #endif