#version 330 #pragma debug(on) //https://learnopengl.com/PBR/IBL/Diffuse-irradiance //this shader converts from a hdr image to a cubemap //todo rename shader layout (location = 0) in vec3 aPos; out vec3 v_localPos; uniform mat4 u_viewProjection; void main() { v_localPos = aPos; gl_Position = u_viewProjection * vec4(aPos, 1.0); }