#version 330 core
out vec4 FragColor;
in vec3 WorldPos;
uniform samplerCube environmentMap;
void main()
{
vec3 envColor = textureLod(environmentMap, WorldPos, 0.0).rgb;
// HDR tonemap and gamma correct
envColor = envColor / (envColor + vec3(1.0));
envColor = pow(envColor, vec3(1.0/2.2));
FragColor = vec4(envColor, 1.0);
}