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#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);
}
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