#version 330 core in vec3 vert_normal; in vec3 frag_position; uniform vec3 camera_position; uniform samplerCube cubemap; out vec4 color; void main() { vec3 view_direction = normalize(frag_position - camera_position); vec3 reflect_direction = reflect(view_direction, normalize(vert_normal)); color = vec4(texture(cubemap, reflect_direction).rgb, 1.0); }