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41
42varying vec3 position, normal;
43varying vec4 specular, ambient, diffuse, lightDirection;
44
45uniform sampler2D tex;
46uniform samplerCube env;
47uniform mat4 view;
48
49void main()
50{
51    vec3 N = normalize(normal);
52    vec3 R = 2.0 * dot(-position, N) * N + position;
53    gl_FragColor = textureCube(env, R * mat3(view[0].xyz, view[1].xyz, view[2].xyz));
54}
55