layout(location = 0) out vec4 outFragColor; layout(location = 0) in vec3 Position; layout(binding = 0) uniform UniformDebugData { mat4 projection, view, model; vec4 pickColor; } udd; layout(binding = 1) uniform samplerCube cubeSampler; void main() { if(udd.pickColor.a == 0) { outFragColor = texture(cubeSampler, Position); } else { outFragColor = udd.pickColor; } }