Vertex shader
#version 150 in vec4 vPosition; // vertex pos uniform mat4 mP; // perpsective uniform mat4 mV; // view uniform mat4 mM; // model out vec3 texCoords; void main( void ) { texCoords = normalize( vPosition.xyz ); gl_Position = mP*mV*mM*vPosition; }
Fragment shader
#version 150 out vec4 vFragColor; uniform samplerCube cubeMap; in vec3 texCoords; void main( void ) { vFragColor = texture( cubeMap, texCoords ); }