uniform samplerCube cubemap;
uniform samplerCube reflmap;
uniform vec3 campos;            // camera position in object space
uniform vec3 lightintense;      // intensity of light
uniform vec3 lightcolor;      // intensity of light
uniform float refraction;

varying vec3 normal;
varying vec3 hit;

void main()
{
   vec3 col= textureCube(reflmap, hit).rgb;
   gl_FragColor = vec4(col, 1);
}
