#version 410 core out vec4 FragColor; in vec3 Normal; in vec3 Position; uniform vec3 cameraPos; uniform samplerCube skybox; void main() { float ratio = 1.00 / 1.52; vec3 I = normalize(Position - cameraPos); vec3 R = refract(I, normalize(Normal), ratio); FragColor = vec4(texture(skybox, R).rgb, 1.0); }