/************************************************************* GLSL Demo - Per-pixel cube mapping fragment shader (c) 2005 Antoine Bouthors, EVASION *************************************************************/ uniform samplerCube TexCube; varying vec3 normal; varying vec3 view; void main() { vec3 Nnormal = normalize( normal ); vec3 Nview = normalize( view ); vec3 reflex = reflect( Nview, Nnormal ); vec3 FinalTexCoord = mat3(gl_TextureMatrix[0]) * reflex; vec4 color = textureCube( TexCube, FinalTexCoord ); gl_FragColor = color; }