//agf_include "core_fragment.glsl" //agf_include "vertex2fragment_uv2.glsl" //agf_include "environment_fragment_shared_functions.glsl" varying vec3 vertOut_vPosition; uniform sampler2D environment_texture; uniform mat4 reflectionTransformation; uniform vec4 environmentColor; void main() { vec4 envColor; vec4 texLookup; vec3 reflectionVector; vec4 eyeRay; eyeRay.xyz = normalize(vertOut_vPosition); eyeRay.w = 0; reflectionVector = (reflectionTransformation*eyeRay).xyz; texLookup = texSPHEREIdentity(environment_texture, reflectionVector); envColor.rgb = mix(environmentColor.rgb, texLookup.rgb, texLookup.a); gl_FragColor.rgb = envColor.rgb; gl_FragColor.a = environmentColor.a; }