#version 460 core out vec4 FragColor; in vec3 Normal; in vec3 Position; uniform vec3 cameraPos; uniform samplerCube skybox; in vec2 TexCoords; uniform sampler2D texture_diffuse1; void main() { vec3 I = normalize(Position - cameraPos); vec3 R = reflect(I, normalize(Normal)); FragColor = vec4(texture(skybox,R).rgb, 1.0); // texture( texture_diffuse1, TexCoords) ; }