#version 450 #extension GL_GOOGLE_include_directive : enable layout (set = 0, binding = 0) uniform UniformBufferObject { mat4 proj; mat4 view; } ubo; layout(location = 0) in vec3 inPosition; layout (location = 0) out vec3 outUVW; #include "include/tocubemap.glsl" void main() { outUVW = tocubemap(inPosition); mat4 viewNoTranslation = mat4(mat3(ubo.view)); vec4 pos = ubo.proj * viewNoTranslation * vec4(inPosition.xyz, 1.0); gl_Position = pos.xyww; }