uniform sampler2D lightmap;
#ifdef USE_MIRROR
uniform sampler2D mirrortex;
+uniform vec2 mirtex_offs;
uniform vec2 mirtex_scale;
uniform float reflectivity;
#endif
#endif
#ifdef USE_MIRROR
- vec3 refl = texture2D(mirrortex, gl_FragCoord.xy * mirtex_scale).rgb;
+ vec3 refl = texture2D(mirrortex, (gl_FragCoord.xy + mirtex_offs) * mirtex_scale).rgb;
diffuse += refl * reflectivity; // just add it to diffuse until we get another source of specularity
#endif