Remove Skybox.
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#version 330
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uniform samplerCube uTexture;
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varying vec3 vTexCoord;
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void main()
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{
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  gl_FragColor = texture(uTexture, vTexCoord);
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}
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#version 330
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layout(location = 0) in vec3 aPosition;
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out vec3 vTexCoord;
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uniform mat4 uProjectionMatrix;
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uniform mat4 uViewMatrix;
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void main()
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{
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  // Strip translation column from camera's 4x4 matrix
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  mat4 view = mat4(mat3(uViewMatrix));
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  gl_Position = uProjectionMatrix * view * vec4(aPosition, 1.0);
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  vTexCoord = aPosition;
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}
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