varying float LightIntensity; uniform samplerCube TexUnit; varying vec3 nnormal; varying vec3 ECposition; void main() { vec3 stp = .1 * ( ECposition + vec3(5,5,5) ); // gl_FragColor = textureCube( TexUnit, normalize(nnormal) ); // gl_FragColor = textureCube( TexUnit, vec3(gl_TexCoord[0]) ); gl_FragColor = textureCube( TexUnit, stp ); }