cubemap.frag revision 32001f49
1// Fragment shader for cube-texture reflection mapping
2// Brian Paul
3
4
5uniform samplerCube cubeTex;
6varying vec3 normal;
7uniform vec3 lightPos;
8
9void main()
10{
11   // simple diffuse, specular lighting:
12   vec3 lp = normalize(lightPos);
13   float dp = dot(lp, normalize(normal));
14   float spec = pow(dp, 5.0);
15
16   // final color:
17   gl_FragColor = dp * textureCube(cubeTex, gl_TexCoord[0].xyz, 0.0) + spec;
18}
19