return love.graphics.newShader[[ varying vec3 viewDir; #ifdef VERTEX uniform mat4 view; uniform mat4 proj; vec4 position( mat4 _, vec4 pos ){ vec4 eye = view * pos; viewDir = eye.xyz; return proj*eye; } #endif #ifdef PIXEL uniform samplerCube cube; vec4 effect( vec4 color, Image _, vec2 __, vec2 ___) { return Texel( cube, viewDir ); } #endif ]]