#version 100 precision mediump float; // Input vertex attributes (from vertex shader) varying vec3 fragPosition; // Input uniform values uniform samplerCube environmentMap; void main() { // Fetch color from texture map vec4 texelColor = textureCube(environmentMap, fragPosition); vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z); // Calculate final fragment color gl_FragColor = vec4(color, 1.0); }