Hi,
I have a grey background under shader designer.
this is the shader :
vertex shader :
varying vec3 refletedVector ;
varying vec3 normal ;
void main(void)
{
normal = normalize((gl_NormalMatrix * gl_Normal));
gl_Position = ftransform();
vec3 incidentVector = vec3(gl_Position.x - gl_ModelViewMatrixInverse[3][0],
gl_Position.y - gl_ModelViewMatrixInverse[3][1],
gl_Position.z - gl_ModelViewMatrixInverse[3][2]);
refletedVector = reflect(incidentVector, normal);
gl_TexCoord[0] = gl_MultiTexCoord0;
}
fragement shader :
varying vec3 refletedVector ;
varying vec3 normal ;//rajouter l'éclairage ensuite
uniform sampler2D textureMap;
uniform samplerCube environmentMap;
void main(void)
{
vec4 envTextureColor = textureCube(environmentMap, refletedVector.xyz);
vec4 textureColor = texture2D(textureMap, gl_TexCoord[0].st);
vec4 k = vec4(0.4, 0.4, 0.4, 1.0);//coefficient d'interpolation linéaire
vec4 finalColor= vec4((vec4(1)-k)*textureColor + envTextureColor*k);
gl_FragColor = finalColor;
}