www.pudn.com > AndreasHalm-src.zip > cube_edges.fragmentshader
// simple shader
// uses the varyings below to calculate specular reflection
// doesn't use the texture 0 at all, no bumpmapping
// the cube map is multiplied into the diffuse channel
// problem with ati (as of catalyst 4.6): if texture coordinates
// are specified in the vertex shader but not referenced
// in the fragment shader, the output will go mad. so we
// just reference them (without doing anything with them)
// and everything is allright.
const vec4 AMBIENT = vec4( 0.1, 0.1, 0.1, 1.0 );
const vec4 SPECULAR = vec4( 1.0, 1.0, 1.0, 1.0 );
varying vec4 Cd;
varying vec4 V_eye;
varying vec4 L_eye;
varying vec4 N_eye;
varying vec3 eyespace_position;
uniform samplerCube texCube;
void main(void)
{
vec3 V = normalize(vec3(V_eye));
vec3 L = normalize(vec3(L_eye));
vec3 N = normalize(vec3(N_eye));
float diffuse = clamp(dot(L, N), 0.0, 1.0);
vec3 H = normalize(L + V);
float specular = clamp(pow(dot(N, H), 20.0), 0.0, 1.0);
// cubemap stuff
vec3 u = normalize(eyespace_position);
vec3 texcube_coord = reflect(u,vec3(N_eye));
vec4 texture_cubemap = textureCube(texCube,texcube_coord);
// the cubemap affects the diffuse lighting
vec4 color = AMBIENT + (Cd*diffuse*texture_cubemap) + (SPECULAR*specular);
// ati hack: access the texture coordinates
vec2 ati_hack = gl_TexCoord[0].st;
gl_FragColor = color;
}