| // 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; | |
| } |