#version 450 // Vertex attributes layout (location = 0) in vec4 inPos; layout (location = 2) in vec2 inUV; layout (binding = 0) uniform UBO { mat4 projection; mat4 modelview; } ubo; layout (location = 0) out vec2 outUV; out gl_PerVertex { vec4 gl_Position; }; void main() { outUV = vec2(inUV.s, 1.0-inUV.t); // Skysphere always at center, only use rotation part of modelview matrix gl_Position = ubo.projection * mat4(mat3(ubo.modelview)) * vec4(inPos.xyz, 1.0); }