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#version 330 core

in vec3 Normal;
in vec3 Position;

uniform samplerCube skybox;
uniform vec3 cameraPos;
out vec4 FragColor;

void main() {
  vec3 I = normalize(Position - cameraPos);
  vec3 R = reflect(I, normalize(Normal)); 
  FragColor = vec4(texture(skybox, R).rgb, 1.0);
};