// // Fragment shader for cube map environment mapping // // Author: Randi Rost // // Copyright (c) 2003-2006: 3Dlabs, Inc. // // See 3Dlabs-License.txt for license information // uniform vec3 BaseColor; uniform float MixRatio; uniform samplerCube EnvMap; varying vec3 ReflectDir; varying float LightIntensity; void main() { // Look up environment map value in cube map vec3 envColor = vec3(textureCube(EnvMap, ReflectDir)); // Add lighting to base color and mix vec3 base = LightIntensity * BaseColor; envColor = mix(envColor, base, MixRatio); gl_FragColor = vec4(envColor, 1.0); }