// Fragment shader for cube-texture reflection mapping | |
// Brian Paul | |
uniform samplerCube cubeTex; | |
varying vec3 normal; | |
uniform vec3 lightPos; | |
void main() | |
{ | |
// simple diffuse, specular lighting: | |
vec3 lp = normalize(lightPos); | |
float dp = dot(lp, normalize(normal)); | |
float spec = pow(dp, 5.0); | |
// final color: | |
gl_FragColor = dp * textureCube(cubeTex, gl_TexCoord[0].xyz, 0.0) + spec; | |
} |