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// 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; }