uniform mat4 m4; varying vec3 vTexCoord; void main (void) { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; vec3 r = reflect( vec3( gl_ModelViewMatrix * gl_Vertex ), gl_NormalMatrix * gl_Normal ); vTexCoord = vec3( m4 * gl_ModelViewMatrixInverse * vec4( r, 0.0 )); }