BEGIN_SHADER

    glShadeModel(GL_SMOOTH);

	glEnable(NGL_DEPTH_TEST);
	
	glEnable(NGL_CULL_FACE);
	
	glMaterial (GL_SHININESS, 0.5);	
	glMaterialv (GL_AMBIENT,0.3,0.3,0.3,0.0);
	glMaterialv (GL_DIFFUSE,1.0,1.0,1.0,1.0);
	glMaterialv (GL_SPECULAR,0.0,0.0,0.0,1.0);
	glMaterialv (GL_EMISSION,0.0,0.0,0.0,1.0);
		
	glEnable(NGL_TEXTURE1);		
	glImportListTexture(0, "wall2");
	glSetCurrentListTexture(NGL_TEXTURE1, 0);
	
	glEnable(NGL_TEXTURE2);	

	glImportListTexture(1, "sphrmap");	
	glSetCurrentListTexture(NGL_TEXTURE2, 1);
	glEnable(NGL_TEXCOORDGEN2);

	glTexEnv(NGL_TEXTURE2, GL_MODULATE);
	glTexGen(NGL_TEXTURE2, GL_SPHERE_MAP);

	glUseBetterMipmaps(0,2);
	glListTexParameteri(0,GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
	glListTexParameteri(0,GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	glTexEnv(NGL_TEXTURE1,GL_MODULATE);

	glColor(1.0,1.0,1.0,1.0);
		
END_SHADER


