#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 cubemap_coord0; in vec3 cubemap_coord1; in vec3 cubemap_coord2; in vec3 cubemap_coord3; in vec3 cubemap_coord4; in vec3 cubemap_coord5; uniform samplerCube envmap_tex; void main() { fragColor0 = textureLod(envmap_tex, cubemap_coord0, 0.0).rgb; fragColor1 = textureLod(envmap_tex, cubemap_coord1, 0.0).rgb; fragColor2 = textureLod(envmap_tex, cubemap_coord2, 0.0).rgb; fragColor3 = textureLod(envmap_tex, cubemap_coord3, 0.0).rgb; fragColor4 = textureLod(envmap_tex, cubemap_coord4, 0.0).rgb; fragColor5 = textureLod(envmap_tex, cubemap_coord5, 0.0).rgb; }