 				   in vec3 f,
 				   out vec4 t)
 {
-	t = texture(s, f);
+	t = textureCube(s, f);
 }
 
 

  	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;

 	vReflect = (mTexture * vec4(vReflect, 1.0)).xyz;
 	
	vOut = vReflect;
}


//-----------------------------------------------------------------------------
void FFP_TransformTexCoord(in mat4 m, in vec2 v, out vec2 vOut)
{
	vOut = (m * vec4(v, 0.0, 1.0)).xy;
}
//-----------------------------------------------------------------------------
void FFP_TransformTexCoord(in mat4 m, in vec4 v, out vec2 vOut)
