#version 330 core out vec4 FragColor; in vec3 WorldPos; uniform samplerCube environmentMap; void main() { vec3 envColor = texture(environmentMap, WorldPos).rgb; // HDR tonemap and gamma correct envColor = envColor / (envColor + vec3(1.0)); envColor = pow(envColor, vec3(1.0/2.2)); FragColor = vec4(envColor, 1.0); }