1 // Fragment shader for cube-texture reflection mapping
5 uniform samplerCube cubeTex;
11 // simple diffuse, specular lighting:
12 vec3 lp = normalize(lightPos);
13 float dp = dot(lp, normalize(normal));
14 float spec = pow(dp, 5.0);
17 gl_FragColor = dp * textureCube(cubeTex, gl_TexCoord[0].xyz, 0.0) + spec;