#version 330 core in vec3 pos; in vec3 normal; out vec4 frag_color; uniform vec3 camera_pos; uniform samplerCube skybox; void main(void) { float ratio = 1.0/1.52; vec3 i = pos-camera_pos; vec3 r = refract(i, normalize(normal), ratio); frag_color = texture(skybox, r); }