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varying vec3 position, normal;
varying vec4 specular, ambient, diffuse, lightDirection;
uniform sampler2D tex;
uniform samplerCube env;
uniform mat4 view;
uniform vec4 basicColor;
void main()
{
vec3 N = normalize(normal);
// assume directional light
gl_MaterialParameters M = gl_FrontMaterial;
float NdotL = dot(N, lightDirection.xyz);
float RdotL = dot(reflect(normalize(position), N), lightDirection.xyz);
vec3 absN = abs(gl_TexCoord[1].xyz);
vec3 texCoord;
if (absN.x > absN.y && absN.x > absN.z)
texCoord = gl_TexCoord[1].yzx;
else if (absN.y > absN.z)
texCoord = gl_TexCoord[1].zxy;
else
texCoord = gl_TexCoord[1].xyz;
texCoord.y *= -sign(texCoord.z);
texCoord += 0.5;
vec4 texColor = texture2D(tex, texCoord.xy);
vec4 unlitColor = gl_Color * mix(basicColor, vec4(texColor.xyz, 1.0), texColor.w);
vec4 litColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor +
M.specular * specular * pow(max(RdotL, 0.0), M.shininess);
vec3 R = 2.0 * dot(-position, N) * N + position;
vec4 reflectedColor = textureCube(env, R * mat3(view[0].xyz, view[1].xyz, view[2].xyz));
gl_FragColor = mix(litColor, reflectedColor, 0.2 + 0.8 * pow(1.0 + dot(N, normalize(position)), 2.0));
}