#version 330 core out vec4 FragColor; in vec3 Normal; in vec3 FragPos; in vec2 TexCoords; uniform vec3 cameraPos; uniform samplerCube skybox; void main() { float ratio = 1.0/1.52; vec3 I = normalize(FragPos - cameraPos); vec3 R = refract(I, normalize(Normal), ratio); FragColor = vec4(texture(skybox, R).rgb, 1.0); }