Versuche am shader bezüglich der Skybox
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@ -15,7 +15,6 @@ out vec3 fragmentPosition;
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out vec2 textureCoordinate;
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flat out mat3 TBN;
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out vec3 skyboxCoord;
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out vec4 tPosition;
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void main() {
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if (isSkybox) {
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@ -24,7 +23,7 @@ void main() {
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vec4 modelViewPos = modelView * vec4(aPosition, 1.0);
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tPosition = projection * vec4(aPosition, 1.0);
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gl_Position = projection * vec4(aPosition, 1.0);
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fragmentPosition = vec3(modelViewPos);
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} else {
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