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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;
- }
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