#version 130
uniform samplerCube cubeTex;
uniform float Roughness;
void main( void )
{
// gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
vec3 uvw = vec3(gl_TexCoord[0]);
//gl_FragColor = textureCube( cubeTex, uvw );
gl_FragColor = textureLod( cubeTex, uvw, Roughness );
//gl_FragColor = textureCube( cubeTex, uvw, Roughness );
}