void GraphicsSubsystem::drawSkybox(const Cube &cube)
{
	GLuint skyboxpr = shaders["skybox"];
	glCullFace(GL_FRONT);
	glUseProgram(skyboxpr);

	glm::mat4 modelToWorld = cube.getModelToWorldMat();

	glUniformMatrix4fv(programUniforms[skyboxpr]["modelToWorldMatrix"], 1, GL_FALSE, glm::value_ptr(modelToWorld));

	glActiveTexture(GL_TEXTURE0 + texUnits["room"]);  
	glBindTexture(GL_TEXTURE_CUBE_MAP, textures["room"]);
	
	cube.draw();
	
	glBindTexture(GL_TEXTURE_CUBE_MAP, 0);

	glUseProgram(0);
	glCullFace(GL_BACK);
}