#version 450
layout (location = 0) in vec3 inPos;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec3 outUVW;
void main()
outUVW = inPos;
// Convert cubemap coordinates into Vulkan coordinate space
outUVW.xy *= -1.0;
// Remove translation from view matrix
mat4 viewMat = mat4(mat3(ubo.model));
gl_Position = ubo.projection * viewMat * vec4(inPos.xyz, 1.0);
}