#version 450 layout (binding = 1) uniform samplerCubeArray samplerCubeMapArray; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; mat4 invModel; float lodBias; int cubeMapIndex; } ubo; layout (location = 0) in vec3 inUVW; layout (location = 0) out vec4 outFragColor; void main() { outFragColor = texture(samplerCubeMapArray, vec4(inUVW, ubo.cubeMapIndex), ubo.lodBias); }