#version 330

// Input: position in model space
in INTERFACE {
	vec3 position; 
} In ;

uniform samplerCube textureCubeMap;

// Output: the fragment color
layout (location = 0) out vec4 fragColor;
layout (location = 1) out vec3 fragNormal;
layout (location = 2) out vec3 fragEffects;

void main(){
	
	fragColor.rgb = texture(textureCubeMap,In.position).rgb;
	fragColor.a = 0.0;
	fragNormal = vec3(0.0);
	fragEffects = vec3(0.0);

}

#version 330

// Input: position in model space
in INTERFACE {
	vec3 position; 
} In ;

uniform samplerCube textureCubeMap;

// Output: the fragment color
layout (location = 0) out vec4 fragColor;
layout (location = 1) out vec3 fragNormal;
layout (location = 2) out vec3 fragEffects;

void main(){
	
	fragColor.rgb = texture(textureCubeMap,In.position).rgb;
	fragColor.a = 0.0;
	fragNormal = vec3(0.5);
	fragEffects = vec3(0.0);

}

Set Skybox normal to 0
Set Skybox normal to 0

We have to take into account the [-1,1] → [0,1] scaling/shifting.


Former-commit-id: 967041e44c8a8bd9560d4f749a18b0fc97ef4b00