132001f49Smrg// Fragment shader for cube-texture reflection mapping
232001f49Smrg// Brian Paul
332001f49Smrg
432001f49Smrg
532001f49Smrguniform samplerCube cubeTex;
632001f49Smrgvarying vec3 normal;
732001f49Smrguniform vec3 lightPos;
832001f49Smrg
932001f49Smrgvoid main()
1032001f49Smrg{
1132001f49Smrg   // simple diffuse, specular lighting:
1232001f49Smrg   vec3 lp = normalize(lightPos);
1332001f49Smrg   float dp = dot(lp, normalize(normal));
1432001f49Smrg   float spec = pow(dp, 5.0);
1532001f49Smrg
1632001f49Smrg   // final color:
1732001f49Smrg   gl_FragColor = dp * textureCube(cubeTex, gl_TexCoord[0].xyz, 0.0) + spec;
1832001f49Smrg}
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