19 lines
405 B
GLSL
19 lines
405 B
GLSL
// Fragment shader for cube-texture reflection mapping
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// Brian Paul
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uniform samplerCube cubeTex;
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varying vec3 normal;
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uniform vec3 lightPos;
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void main()
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{
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// simple diffuse, specular lighting:
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vec3 lp = normalize(lightPos);
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float dp = dot(lp, normalize(normal));
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float spec = pow(dp, 5.0);
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// final color:
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gl_FragColor = dp * textureCube(cubeTex, gl_TexCoord[0].xyz, 0.0) + spec;
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}
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