#version 450 struct PointLight { vec4 position; // w is radius vec4 color; // w is intensity }; layout (set = 0, binding = 0) uniform GlobalUBO { // MATRICES mat4 view; mat4 viewInverse; mat4 viewProjection; // LIGHTING vec4 globalLightDirection; vec4 ambientLighting; // POINT LIGHTS PointLight pointLights[8]; int numLights; } ubo; // SAMPLERS layout (set = 0, binding = 1) uniform samplerCube samplerCubeMap; layout(location = 0) in vec3 inTexCoord; layout(location = 0) out vec4 outFragColor; void main() { outFragColor = texture(samplerCubeMap, inTexCoord); }