#version 450 layout(binding = 1) uniform samplerCube samplerColor; layout(location = 0) in vec3 inPos; layout(location = 1) in vec3 inNormal; layout(location = 2) in mat4 inInvModelView; layout(location = 6) in float inLodBias; layout(location = 0) out vec4 outFragColor; void main() { vec3 cI = normalize(inPos); vec3 cR = reflect(cI, normalize(inNormal)); cR = vec3((inInvModelView * vec4(cR, 0.0)).xyz); cR.x *= (-1.0); outFragColor = texture(samplerColor, cR, inLodBias); }