#version 450 #include "../vertexInput.glsl" #include "../globalSet.glsl" layout (location = 0) out vec3 outUVW; void main() { outUVW = vPosition; // Convert cubemap coordinates into Vulkan coordinate space // Remove translation from view matrix mat4 viewMat = mat4(mat3(cameraData.view)); gl_Position = cameraData.proj * viewMat * vec4(vPosition.xyz, 1.0); }