in vec3 v_coord; layout (location = 0) out vec4 f_color; layout (location = 1) out vec4 f_position; layout (location = 2) out vec4 f_normal; uniform samplerCube u_skybox; void main(){ vec3 dir = normalize(v_coord); f_position = vec4(0.0, 0.0, 0.0, 0.0); f_normal = vec4(0.0); f_color = texture(u_skybox, dir); }