uniform samplerCube texture0;
layout (std140) uniform Camera
{
mat4 viewProjection;
mat4 view;
mat4 projection;
vec3 position;
float padding;
} camera;
in vec3 coords;
layout (location = 0) out vec4 color;
void main() {
color = vec4(texture(texture0, coords).rgb, 1.0);
}