#version 330 core in vec3 Normal; in vec3 Position; uniform samplerCube skybox; uniform vec3 cameraPos; out vec4 FragColor; void main() { float refr_ratio = 1.0/1.52; vec3 I = normalize(Position - cameraPos); vec3 R = refract(I, normalize(Normal), refr_ratio); FragColor = vec4(texture(skybox, R).rgb, 1.0); };