// Diffuse_EnvMap_Reflect.fragment

in vec3 vColor;
in vec3 vUv;
in vec3 vUv2;

OUTPUT

uniform sampler2D tex0; // diffuse
uniform samplerCube tex1;

void main() {
	vec4 diffuseColor = texture(tex0, vUv.st);
	vec4 reflectedColor = textureCube(tex1, vUv2);
	outColor = mix(diffuseColor, reflectedColor, diffuseColor.a);
}