#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec3 skyboxUV; layout(location = 0) out vec4 result; layout(std140, binding = 1) uniform Opt { bool preMultiply; } opt; layout(binding = 2) uniform samplerCube skybox; void main() { result = texture(skybox, skyboxUV); if (opt.preMultiply) result = vec4(result.rgb * result.a, result.a); }