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