#if ENVMAP_ENABLED uniform samplerCube envmap; #endif vec3 envmap_color( vec3 normal ) { #if ENVMAP_ENABLED vec3 refvec = reflect(f_pos.xyz, normal); // view space refvec = vec3(inv_view * vec4(refvec, 0.0)); // world space vec3 envcolor = texture(envmap, refvec).rgb; #else vec3 envcolor = vec3(0.5); #endif return envcolor; }