#version 450 layout(location = 0) in vec3 outTexCoords; layout(location = 1) out vec4 outColor; layout(set = 2, binding = 0) uniform samplerCube skyboxSampler; void main() { vec3 textureIn = texture(skyboxSampler, outTexCoords).rgb; vec3 adjusted =vec3(0.0,textureIn.y/200.0,textureIn.z/150.0); outColor = vec4(adjusted, 1.0); }