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+// Vertex shader for cube-texture reflection mapping
+// Brian Paul
+
+
+varying vec3 normal;
+
+void main()
+{
+ vec3 n = gl_NormalMatrix * gl_Normal;
+ vec3 u = normalize(vec3(gl_ModelViewMatrix * gl_Vertex));
+ float two_n_dot_u = 2.0 * dot(n, u);
+ vec4 f;
+ f.xyz = u - n * two_n_dot_u;
+
+ // outputs
+ normal = n;
+ gl_TexCoord[0] = gl_TextureMatrix[0] * f;
+ gl_Position = ftransform();
+}