I recently made a model with a material setup like this:
Code:
ambient_blue = 100;
ambient_green = 100;
ambient_red = 100;
diffuse_blue = 30;
diffuse_green = 100;
diffuse_red = 255;
//specular_blue = 205;
//specular_green = 205;
//specular_red = 205;
emissive_blue = 5;
emissive_green = 5;
emissive_red = 10;
And I've also made a nice environmental cubemapping shader in hlsl, my question is; how can I combine both???
I think the answer lies in translating those 3dgs material values into shader codes, but I'm quite clueless how to do this... A little help with this will be highly appreciated

, thanks
Cheers