layout(binding = 0) uniform samplerCube stex;
-in vec3 normal;
-out vec4 color;
+layout(location = 0) in vec3 normal;
+layout(location = 0) out vec4 color;
void main()
{
- vec4 texel = textureCube(stex, normalize(normal));
+ vec4 texel = texture(stex, normalize(normal));
color.rgb = texel.rgb;
color.a = 1.0;