#type vertex #version 330 core layout (location = 0) in vec3 aPos; out vec3 TexCoords; uniform mat4 u_Projection; uniform mat4 u_View; void main() { TexCoords = aPos; vec4 pos = u_Projection * u_View * vec4(aPos, 1.0); gl_Position = pos.xyww; } #type fragment #version 330 core out vec4 FragColor; in vec3 TexCoords; uniform samplerCube u_Skybox; void main() { FragColor = texture(u_Skybox, TexCoords); }