#ifdef USE_ENVMAP #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition ); // Transforming Normal Vectors with the Inverse Transformation vec3 worldNormal = inverseTransformDirection( normal, viewMatrix ); #ifdef ENVMAP_MODE_REFLECTION vec3 reflectVec = reflect( cameraToVertex, worldNormal ); #else vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio ); #endif #else vec3 reflectVec = vReflect; #endif #ifdef ENVMAP_TYPE_CUBE vec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) ); #elif defined( ENVMAP_TYPE_EQUIREC ) vec2 sampleUV; sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 ); sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5; vec4 envColor = texture2D( envMap, sampleUV ); #elif defined( ENVMAP_TYPE_SPHERE ) vec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) ); vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 ); #else vec4 envColor = vec4( 0.0 ); #endif envColor = envMapTexelToLinear( envColor ); #ifdef ENVMAP_BLENDING_MULTIPLY outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity ); #elif defined( ENVMAP_BLENDING_MIX ) outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity ); #elif defined( ENVMAP_BLENDING_ADD ) outgoingLight += envColor.xyz * specularStrength * reflectivity; #endif #endif