#version 130 uniform samplerCube cubeTex; uniform float Roughness; void main( void ) { // gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); vec3 uvw = vec3(gl_TexCoord[0]); //gl_FragColor = textureCube( cubeTex, uvw ); gl_FragColor = textureLod( cubeTex, uvw, Roughness ); //gl_FragColor = textureCube( cubeTex, uvw, Roughness ); }