uniform samplerCube Skyquad; in vec3 Ray; layout (location = 0) out vec4 Colour; void main() { vec3 R = normalize(Ray); Colour = vec4(pow(texture(Skyquad, R).rgb, vec3(1.0/2.2)), 1.0); // Debug. //Colour = vec4(pow(R*0.5 + 0.5, vec3(1.0 / 2.2)), 1.0); }