// Simple Textured Quad Shader #type vertex #version 430 layout(location = 0) in vec3 a_Position; layout(location = 1) in vec2 a_TexCoord; uniform mat4 u_InverseVP; out vec3 v_Position; void main() { vec4 position = vec4(a_Position.xy, 1.0, 1.0); gl_Position = position; v_Position = (u_InverseVP * position).xyz; } #type fragment #version 430 layout(location = 0) out vec4 finalColor; uniform samplerCube u_Texture; in vec3 v_Position; void main() { finalColor = textureLod(u_Texture, v_Position, 0.0); }