Finally cubemap working
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@@ -4,13 +4,20 @@ uniform vec3 CamPos;
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uniform float WaterTimer;
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varying vec2 texCoord;
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varying vec3 vertexPos;
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varying vec3 camVec;
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void main()
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{
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vec2 texCoord = gl_TexCoord[0].st;
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vec3 camVec2 = normalize(camVec);
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vec4 reflectColor = textureCube(Env, camVec2);
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gl_FragColor = vec4(reflectColor.xyz, 1.0f);
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/*
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mat3 rot;
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rot[0] = vec3(0.0,0.0,1.0);
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@@ -29,9 +36,9 @@ void main()
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vec3 NVecReflect = normalize(rot * (NVec1 + NVec2) + vec3(0,8,0));
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vec3 NVecRefract = normalize(rot * (NVec1 + NVec2));
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vec3 dir1 = reflect((camVec),NVecReflect);
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//vec3 dir2 = refract((camVec),NVecRefract,0.9);
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vec3 dir2 = reflect((camVec),NVecReflect);
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vec3 dir1 = reflect((camVec2),NVecReflect);
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//vec3 dir2 = refract((camVec2),NVecRefract,0.9);
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vec3 dir2 = reflect((camVec2),NVecReflect);
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dir2.y = - dir2.y;
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vec4 reflectColor = textureCube(Env, dir1);
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@@ -39,7 +46,8 @@ void main()
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vec4 texColor = reflectColor*0.2 + refractColor*0.8;
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gl_FragColor = vec4(texColor.xyz, 1.0f);
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gl_FragColor = vec4(texColor.xyz, 1.0f);*/
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}
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