 				   in float f,
 				   out vec4 t)
 {
-	t = texture(s, f);
+	t = texture1D(s, f);
 }
 
 //-----------------------------------------------------------------------------

	
	mat4 matViewT = transpose(mView);

	vec3 vWorldNormal = (mWorldIT * vec4(vNormal, 0.0)).xyz;
	vec3 vViewNormal  = (mView * vec4(vWorldNormal, 0.0)).xyz;
	vec4 vWorldPos    = mWorld * vPos;
	vec3 vNormViewPos  = normalize((mView * vWorldPos).xyz);
	
	vec3 vReflect = reflect(vNormViewPos, vViewNormal);
	
  	matViewT[0][2] = -matViewT[0][2];
 	matViewT[1][2] = -matViewT[1][2];
  	matViewT[2][2] = -matViewT[2][2];
 	vReflect = (matViewT * vec4(vReflect, 1.0)).xyz;
		
	vOut = vReflect;
}


				   in vec3 f,
				   out vec4 t)
{
	t = texture3D(s, f);
}

//-----------------------------------------------------------------------------
