#version 150 core

uniform samplerCube in_texture;
//uniform vec3 light_position;

in  vec3 ex_normal;
in vec3 ex_eye;

out vec4 out_color;

void main(void)
{
	//vec3 light = normalize(light_position);

	//float diffuse_intensity = clamp(max( dot(ex_normal, light), 0.0), 0.0, 1.0);
	float diffuse_intensity = 0.8f;

	//vec3 reflection = reflect(ex_eye, ex_normal);

	vec4 texel_color = texture(in_texture, ex_eye);

	out_color = texel_color * diffuse_intensity; //diffuse
}
