uniform samplerCube tex; #if __VERSION__ >= 130 out vec4 FragColor; #else #define FragColor gl_FragColor #endif void main(void) { vec3 eyedir = gl_FragCoord.xyz / vec3(screen, 1.); eyedir = 2.0 * eyedir - 1.0; vec4 tmp = (InverseProjectionMatrix * vec4(eyedir, 1.)); tmp /= tmp.w; eyedir = (InverseViewMatrix * vec4(tmp.xyz, 0.)).xyz; vec4 color = texture(tex, eyedir); FragColor = vec4(color.xyz, 1.); }