varying vec4 V_WorldPos;
varying vec3 V_Normal;

uniform samplerCube U_MainTexture;

void main()
{
	vec3 eyeVec = normalize(V_WorldPos.xyz - vec3(0.0));
	vec3 n = normalize(V_Normal);
	vec3 r = reflect(eyeVec, n);
	gl_FragColor=textureCube(U_MainTexture, r);
}