- if(use_environment_map)
- result += texture(environment, env_eye_matrix*reflect_dir).rgb*reflectivity;
-
- if(use_sky && use_specular)
- {
- float reflect_altitude = clamp(dot(reflect_dir, eye_sky_dir)-horizon_limit, -1.0, 0.0);
- float sky_specular_intensity = pow((1.0-reflect_altitude*reflect_altitude), material.shininess/2.0);
- result += sky_specular_intensity*sky_color.rgb;
- }
-
- return result;