+++ /dev/null
-// 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;
-}