uniform vec3 AmbientColour; uniform vec3 DiffuseColour; uniform vec3 SpecularColour; uniform float AmbientIntensity; uniform float DiffuseIntensity; uniform samplerCube ReflectionMap; varying vec3 Normal; varying vec3 LightVec; varying vec3 EyeVec; void main() { vec3 nn = normalize(Normal); vec3 en = normalize(EyeVec); //gl_FragColor = textureCube(ReflectionMap,normalize(reflect(en,nn))); gl_FragColor = vec4(normalize(reflect(en,nn)),1); }