#include "shaders_common.h" static const char *stock_fragment_xmb = GLSL( uniform float time; varying vec3 fragVertexEc; vec3 up = vec3(0, 0, 1); void main() { vec3 X = dFdx(fragVertexEc); vec3 Y = dFdy(fragVertexEc); vec3 normal=normalize(cross(X,Y)); float c = (1.0 - dot(normal, up)); c = (1.0 - cos(c*c))/3.0; gl_FragColor = vec4(1.0, 1.0, 1.0, c); } );