#version 330 core layout(location = 0) out vec3 fragColor0; layout(location = 1) out vec3 fragColor1; layout(location = 2) out vec3 fragColor2; layout(location = 3) out vec3 fragColor3; layout(location = 4) out vec3 fragColor4; layout(location = 5) out vec3 fragColor5; in vec3 cubemapCoord0; in vec3 cubemapCoord1; in vec3 cubemapCoord2; in vec3 cubemapCoord3; in vec3 cubemapCoord4; in vec3 cubemapCoord5; uniform samplerCube envmap; void main() { fragColor0 = textureLod(envmap, cubemapCoord0, 0.0).rgb; fragColor1 = textureLod(envmap, cubemapCoord1, 0.0).rgb; fragColor2 = textureLod(envmap, cubemapCoord2, 0.0).rgb; fragColor3 = textureLod(envmap, cubemapCoord3, 0.0).rgb; fragColor4 = textureLod(envmap, cubemapCoord4, 0.0).rgb; fragColor5 = textureLod(envmap, cubemapCoord5, 0.0).rgb; }