Add support for reflection in PhongLighting shader
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@ -63,6 +63,7 @@ uniform float ParallaxBias = -0.03;
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uniform float ParallaxScale = 0.02;
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uniform vec2 InvTargetSize;
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uniform vec3 EyePosition;
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uniform samplerCube ReflectionMap;
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uniform vec4 SceneAmbient;
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uniform sampler2D TextureOverlay;
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@ -451,6 +452,14 @@ void main()
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#endif
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vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular);
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#if REFLECTION_MAPPING
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vec3 eyeVec = normalize(vWorldPos - EyePosition);
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vec3 reflected = normalize(reflect(eyeVec, normal));
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lightColor *= texture(ReflectionMap, reflected).rgb;
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#endif
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vec4 fragmentColor = vec4(lightColor, 1.0) * diffuseColor;
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#if EMISSIVE_MAPPING
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