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


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


