#version 330 core uniform sampler2D diffuseTex; uniform samplerCube cubeTex; uniform vec3 cameraPos; in Vertex { vec4 colour; vec2 texCoord; vec3 normal; vec3 tangent; vec3 binormal; vec3 worldPos; } IN; out vec4 fragColour; void main(void) { vec3 normal; normal = normalize(IN.normal); vec3 incident = normalize(IN.worldPos - cameraPos); vec4 reflection = texture(cubeTex, reflect(incident, normal)); vec4 diffuse = vec4(1.0,0.0,0.0,1.0); diffuse = reflection; fragColour = reflection + (diffuse * 0.25f ); }