#include "SkyboxPass.h" SkyboxPass::SkyboxPass(Skybox& skybox, Camera& camera, glm::mat4& projection) : RenderPass("Render Pass - Skybox", "../Shaders/skybox.vs", "../Shaders/Cubemap.fs"), skybox(skybox), camera(camera), projection(projection) { } void SkyboxPass::Render() { glDepthMask(GL_FALSE); m_shader.use(); m_shader.setMat4("projection", projection); glm::mat4 centeredView = glm::mat4(glm::mat3(camera.GetViewMatrix())); m_shader.setMat4("view", centeredView); skybox.Bind(); glDrawArrays(GL_TRIANGLES, 0, 36); skybox.Unbind(); glDepthMask(GL_TRUE); }