Cubemap not drawn when I use a per pixel linked list [SOLVED]

Hi, I want to render a skybox to an FBO with an attached cubemap texture and a per pixel linked list but when I don’t use a per pixel linked list, my skybox is drawn to the FBO but when I want to use a per pixel linked list, nothing is drawn so I’ve a black cube.

Here is the code :

// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods

Matrix4f glmToODFAEGMatrix(glm::mat4 mat);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
Camera camera2;
float lastX = (float)SCR_WIDTH / 2.0;
float lastY = (float)SCR_HEIGHT / 2.0;
bool firstMouse = true;

// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;

int main(int argc, char* argv[])
{
    /*EXPORT_CLASS_GUID(BoundingVolumeBoundingBox, BoundingVolume, BoundingBox)
    EXPORT_CLASS_GUID(EntityTile, Entity, Tile)
    EXPORT_CLASS_GUID(EntityTile, Entity, BigTile)
    EXPORT_CLASS_GUID(EntityWall, Entity, g2d::Wall)
    EXPORT_CLASS_GUID(EntityDecor, Entity, g2d::Decor)
    EXPORT_CLASS_GUID(EntityAnimation, Entity, Anim)
    EXPORT_CLASS_GUID(EntityHero, Entity, Hero)
    EXPORT_CLASS_GUID(EntityMesh, Entity, Mesh)
    MyAppli app(sf::VideoMode(800, 600), "Test odfaeg");
    return app.exec();*/
// create the window
    sf::Window window(sf::VideoMode(800, 600), "OpenGL", sf::Style::Default, sf::ContextSettings(24, 0, 4, 4, 6));
    glewInit();
    window.setVerticalSyncEnabled(true);

    // activate the window
    window.setActive(true);
    // load resources, initialize the OpenGL states, ...
    glEnable(GL_DEPTH_TEST);
    // build and compile shaders
    // -------------------------
    const std::string cubeMapsVS = R"(#version 460
                                    layout (location = 0) in vec3 aPos;
                                    layout (location = 1) in vec3 aNormal;
                                    out vec3 Normal;
                                    out vec3 Position;
                                    uniform mat4 model;
                                    uniform mat4 view;
                                    uniform mat4 projection;
                                    void main()
                                    {
                                        Normal = mat3(transpose(inverse(model))) * aNormal;
                                        Position = vec3(model * vec4(aPos, 1.0));
                                        gl_Position = projection * view * model * vec4(aPos, 1.0);
                                    }
                                )";
    const std::string cubeMapsFS = R"(#version 460
                                        out vec4 FragColor;
                                        in vec3 Normal;
                                        in vec3 Position;
                                        uniform vec3 cameraPos;
                                        uniform samplerCube skybox;
                                        void main()
                                        {
                                            vec3 I = normalize(Position - cameraPos);
                                            vec3 R = reflect(I, normalize(Normal));
                                            FragColor = vec4(texture(skybox, R).rgb, 1.0);
                                        }
                                   )";
    const std::string skyboxVS = R"(#version 460
                                    layout (location = 0) in vec3 aPos;
                                    out vec3 TexCoords;
                                    uniform mat4 projection;
                                    uniform mat4 view;
                                    void main()
                                    {
                                        TexCoords = aPos;
                                        vec4 pos = projection * view * vec4(aPos, 1.0);
                                        gl_Position = pos.xyww;
                                    }
                                )";
    const std::string skyboxFS = R"(#version 460
                                    out vec4 FragColor;
                                    in vec3 TexCoords;
                                    uniform samplerCube skybox;
                                    void main()
                                    {
                                        FragColor = texture(skybox, TexCoords);
                                    }
                                    )";
    const std::string perPixelLinkedListP2VS = R"(#version 460 core
                                                        layout (location = 0) in vec3 position;
                                                        uniform mat4 projection;
                                                        uniform mat4 view;
                                                        uniform mat4 model;
                                                        void main () {
                                                            gl_Position = projection * view * model * vec4(position, 1.f);
                                                        })";
    const std::string perPixelLinkedListP1FS = R"(#version 460 core
                                                      struct NodeType {
                                                          vec4 color;
                                                          float depth;
                                                          uint next;
                                                      };
                                                      layout(binding = 0, offset = 0) uniform atomic_uint nextNodeCounter;
                                                      layout(binding = 0, r32ui) uniform uimage2D headPointers;
                                                      layout(binding = 0, std430) buffer linkedLists {
                                                          NodeType nodes[];
                                                      };
                                                      uniform uint maxNodes;
                                                      uniform samplerCube skybox;
                                                      in vec3 TexCoords;
                                                      layout (location = 0) out vec4 fcolor;
                                                      void main() {
                                                           uint nodeIdx = atomicCounterIncrement(nextNodeCounter);
                                                           vec4 color = texture(skybox, TexCoords);
                                                           if (nodeIdx < maxNodes) {
                                                                uint prevHead = imageAtomicExchange(headPointers, ivec2(gl_FragCoord.xy), nodeIdx);
                                                                nodes[nodeIdx].color = color;
                                                                nodes[nodeIdx].depth = gl_FragCoord.z;
                                                                nodes[nodeIdx].next = prevHead;
                                                           }
                                                           fcolor = vec4(0, 0, 0, 0);
                                                      })";
    const std::string perPixelLinkedListP2FS =
                   R"(
                   #version 460
                   #define MAX_FRAGMENTS 5
                   struct NodeType {
                      vec4 color;
                      float depth;
                      uint next;
                   };
                   layout(binding = 0, r32ui) uniform uimage2D headPointers;
                   layout(binding = 0, std430) buffer linkedLists {
                       NodeType nodes[];
                   };
                   layout(location = 0) out vec4 fcolor;
                   void main() {
                      NodeType frags[MAX_FRAGMENTS];
                      int count = 0;
                      uint n = imageLoad(headPointers, ivec2(gl_FragCoord.xy)).r;
                      while( n != 0xffffffffu && count < MAX_FRAGMENTS) {
                           frags[count] = nodes[n];
                           n = frags[count].next;
                           count++;
                      }
                      //merge sort
                      int i, j1, j2, k;
                      int a, b, c;
                      int step = 1;
                      NodeType leftArray[MAX_FRAGMENTS/2]; //for merge sort
                      while (step <= count)
                      {
                          i = 0;
                          while (i < count - step)
                          {
                              ////////////////////////////////////////////////////////////////////////
                              //merge(step, i, i + step, min(i + step + step, count));
                              a = i;
                              b = i + step;
                              c = (i + step + step) >= count ? count : (i + step + step);
                              for (k = 0; k < step; k++)
                                  leftArray[k] = frags[a + k];
                              j1 = 0;
                              j2 = 0;
                              for (k = a; k < c; k++)
                              {
                                  if (b + j1 >= c || (j2 < step && leftArray[j2].depth > frags[b + j1].depth))
                                      frags[k] = leftArray[j2++];
                                  else
                                      frags[k] = frags[b + j1++];
                              }
                              ////////////////////////////////////////////////////////////////////////
                              i += 2 * step;
                          }
                          step *= 2;
                      }
                      vec4 color = vec4(0, 0, 0, 0);
                      for(  int i = 0; i < count; i++)
                      {
                        color.rgb = frags[i].color.rgb * frags[i].color.a + color.rgb * (1 - frags[i].color.a);
                        color.a = frags[i].color.a + color.a * (1 - frags[i].color.a);
                      }
                      fcolor = color;
                   })";
    odfaeg::graphic::Shader shader, skyboxShader, perPixelLinkedListP1Shader, perPixelLinkedListP2Shader;
    shader.loadFromMemory(cubeMapsVS, cubeMapsFS);
    skyboxShader.loadFromMemory(skyboxVS, skyboxFS);
    perPixelLinkedListP1Shader.loadFromMemory(skyboxVS, perPixelLinkedListP1FS);
    perPixelLinkedListP2Shader.loadFromMemory(perPixelLinkedListP2VS, perPixelLinkedListP2FS);
    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float cubeVertices[] = {
        // positions          // normals
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
         0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
         0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
         0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,

        -0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
         0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
        -0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,

        -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
        -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
        -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
        -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
        -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
        -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,

         0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
         0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
         0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
         0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
         0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
         0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,

        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
         0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
         0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
         0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,

        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,
         0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,
         0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
         0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f
    };
    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float skyboxVertices[] = {
        // positions
        -1.0f,  1.0f, -1.0f,
        -1.0f, -1.0f, -1.0f,
         1.0f, -1.0f, -1.0f,
         1.0f, -1.0f, -1.0f,
         1.0f,  1.0f, -1.0f,
        -1.0f,  1.0f, -1.0f,

        -1.0f, -1.0f,  1.0f,
        -1.0f, -1.0f, -1.0f,
        -1.0f,  1.0f, -1.0f,
        -1.0f,  1.0f, -1.0f,
        -1.0f,  1.0f,  1.0f,
        -1.0f, -1.0f,  1.0f,

         1.0f, -1.0f, -1.0f,
         1.0f, -1.0f,  1.0f,
         1.0f,  1.0f,  1.0f,
         1.0f,  1.0f,  1.0f,
         1.0f,  1.0f, -1.0f,
         1.0f, -1.0f, -1.0f,

        -1.0f, -1.0f,  1.0f,
        -1.0f,  1.0f,  1.0f,
         1.0f,  1.0f,  1.0f,
         1.0f,  1.0f,  1.0f,
         1.0f, -1.0f,  1.0f,
        -1.0f, -1.0f,  1.0f,

        -1.0f,  1.0f, -1.0f,
         1.0f,  1.0f, -1.0f,
         1.0f,  1.0f,  1.0f,
         1.0f,  1.0f,  1.0f,
        -1.0f,  1.0f,  1.0f,
        -1.0f,  1.0f, -1.0f,

        -1.0f, -1.0f, -1.0f,
        -1.0f, -1.0f,  1.0f,
         1.0f, -1.0f, -1.0f,
         1.0f, -1.0f, -1.0f,
        -1.0f, -1.0f,  1.0f,
         1.0f, -1.0f,  1.0f
    };
    float fullScreenQuadVertices[] = {
        // positions
        -1.0f,  1.0f, 0.0f,
        -1.0f, -1.0f, 0.0f,
         1.0f, -1.0f, 0.0f,
         1.0f, -1.0f, 0.0f,
         1.0f,  1.0f, 0.0f,
        -1.0f,  1.0f, 0.0f,
    };
    // cube VAO
    unsigned int cubeVAO, cubeVBO;
    glGenVertexArrays(1, &cubeVAO);
    glGenBuffers(1, &cubeVBO);
    glBindVertexArray(cubeVAO);
    glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
    // skybox VAO
    unsigned int skyboxVAO, skyboxVBO;
    glGenVertexArrays(1, &skyboxVAO);
    glGenBuffers(1, &skyboxVBO);
    glBindVertexArray(skyboxVAO);
    glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);

    // load textures
    // -------------
    vector<std::string> faces
    {
        "tilesets/skybox/right.jpg",
        "tilesets/skybox/left.jpg",
        "tilesets/skybox/top.jpg",
        "tilesets/skybox/bottom.jpg",
        "tilesets/skybox/front.jpg",
        "tilesets/skybox/back.jpg"
    };
    std::vector<sf::Image> images;
    for (unsigned int i = 0; i < 6; i++) {
        sf::Image image;
        image.loadFromFile(faces[i]);
        images.push_back(image);
    }
    int width = images[0].getSize().x;
    int height = images[0].getSize().y;
    odfaeg::graphic::Texture cubeMapTex, cubeMapFBOTex;
    cubeMapTex.createCubeMap(width, height, images);
    cubeMapFBOTex.createCubeMap(SCR_WIDTH, SCR_WIDTH);
    glEnable(GL_TEXTURE_CUBE_MAP);
    sf::Context context(sf::ContextSettings(0, 0, 4, 4, 6), SCR_WIDTH, SCR_WIDTH);
    context.setActive(true);
    unsigned int skyboxVAOFBO, fsQuadVAO, fsQuadVBO;
    glGenVertexArrays(1, &skyboxVAOFBO);
    glBindVertexArray(skyboxVAOFBO);
    glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    glGenVertexArrays(1, &fsQuadVAO);
    glGenBuffers(1, &fsQuadVBO);
    glBindVertexArray(fsQuadVAO);
    glBindBuffer(GL_ARRAY_BUFFER, fsQuadVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(fullScreenQuadVertices), &fullScreenQuadVertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);


    GLuint frameBufferID;
    glGenFramebuffers(1, &frameBufferID);
    glBindFramebuffer(GL_FRAMEBUFFER, frameBufferID);
    glDrawBuffer(GL_COLOR_ATTACHMENT0);
    glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, cubeMapFBOTex.getNativeHandle(), 0);
    if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        std::cerr << "Impossible to create render texture (failed to link the target texture to the frame buffer)" << std::endl;
        return false;
    }
    GLuint atomicBuffer, linkedListBuffer, headPtrTex, clearBuf;
    GLuint maxNodes = 5 * SCR_WIDTH * SCR_WIDTH;
    GLint nodeSize = 5 * sizeof(GLfloat) + sizeof(GLuint);
    glGenBuffers(1, &atomicBuffer);
    glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicBuffer);
    glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(GLuint), nullptr, GL_DYNAMIC_DRAW);
    glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, 0);
    glGenBuffers(1, &linkedListBuffer);
    glBindBuffer(GL_SHADER_STORAGE_BUFFER, linkedListBuffer);
    glBufferData(GL_SHADER_STORAGE_BUFFER, maxNodes * nodeSize, NULL, GL_DYNAMIC_DRAW);
    glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
    glGenTextures(1, &headPtrTex);
    glBindTexture(GL_TEXTURE_2D, headPtrTex);
    glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, SCR_WIDTH, SCR_WIDTH);
    glBindImageTexture(0, headPtrTex, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32UI);
    glBindTexture(GL_TEXTURE_2D, 0);
    std::vector<GLuint> headPtrClearBuf(SCR_WIDTH*SCR_WIDTH, 0xffffffff);
    glGenBuffers(1, &clearBuf);
    glBindBuffer(GL_PIXEL_UNPACK_BUFFER, clearBuf);
    glBufferData(GL_PIXEL_UNPACK_BUFFER, headPtrClearBuf.size() * sizeof(GLuint),
    &headPtrClearBuf[0], GL_STATIC_COPY);
    glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
    glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, atomicBuffer);
    glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, linkedListBuffer);
   // shader configuration
    // --------------------
    shader.setParameter("skybox", cubeMapFBOTex);
    skyboxShader.setParameter("skybox", cubeMapTex);
    perPixelLinkedListP1Shader.setParameter("maxNodes", maxNodes);
    perPixelLinkedListP1Shader.setParameter("skybox", cubeMapTex);
    int oldX = sf::Mouse::getPosition(window).x;
    int oldY = sf::Mouse::getPosition(window).y;
    sf::Clock time;
    // run the main loop
    bool running = true;
    glEnable(GL_TEXTURE_CUBE_MAP);
    while (running)
    {
         // per-frame time logic
        // --------------------
        // per-frame time logic
        // --------------------
        float currentFrame = time.getElapsedTime().asSeconds();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;
        // handle events
        sf::Event event;
        while (window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
            {
                // end the program
                running = false;
            }
            else if (event.type == sf::Event::Resized)
            {
                // adjust the viewport when the window is resized
                glViewport(0, 0, event.size.width, event.size.height);
            }
            else if (event.type == sf::Event::MouseMoved) {
                if (firstMouse)
                {
                    lastX = event.mouseMove.x;
                    lastY = event.mouseMove.y;
                    firstMouse = false;
                }

                float xoffset = event.mouseMove.x - lastX;
                float yoffset = lastY - event.mouseMove.y; // reversed since y-coordinates go from bottom to top

                lastX = event.mouseMove.x;
                lastY = event.mouseMove.y;

                camera.ProcessMouseMovement(xoffset, yoffset);
            } else if (event.type == sf::Event::MouseWheelScrolled) {
                camera.ProcessMouseScroll(event.mouseWheelScroll.delta);
            }
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
            camera.ProcessKeyboard(FORWARD, deltaTime);
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
            camera.ProcessKeyboard(BACKWARD, deltaTime);
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
            camera.ProcessKeyboard(RIGHT, deltaTime);
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
            camera.ProcessKeyboard(LEFT, deltaTime);
        }
        // clear the buffers
        // render
        // ------
        window.setActive(true);
        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        context.setActive(true);
        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        for (unsigned int i = 0; i < 6; i++) {
            GLuint zero = 0;
            glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicBuffer);
            glBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(GLuint), &zero);
            glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, 0);
            glBindBuffer(GL_PIXEL_UNPACK_BUFFER, clearBuf);
            glBindTexture(GL_TEXTURE_2D, headPtrTex);
            glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, SCR_WIDTH, SCR_WIDTH, GL_RED_INTEGER,
                GL_UNSIGNED_INT, NULL);
            glBindTexture(GL_TEXTURE_2D, 0);
            glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubeMapFBOTex.getNativeHandle(), 0);
            glViewport(0, 0, SCR_WIDTH, SCR_WIDTH);
            glm::mat4 view;
            if (i == 0) {
                view = camera2.lookAt(FORWARD);
            }
            if (i == 1) {
                view = camera2.lookAt(BACKWARD);
            }
            if (i == 2) {
                view = camera2.lookAt(UP);
            }
            if (i == 3) {
                view = camera2.lookAt(DOWN);
            }
            if (i == 4) {
                view = camera2.lookAt(RIGHT);
            }
            if (i == 5) {
                view = camera2.lookAt(LEFT);
            }
            glm::mat4 projection = glm::perspective(glm::radians(camera2.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
            odfaeg::graphic::Shader::bind(&perPixelLinkedListP1Shader);
            Matrix4f viewMatrix = glmToODFAEGMatrix(view);
            Matrix4f projectionMatrix = glmToODFAEGMatrix(projection);
            perPixelLinkedListP1Shader.setParameter("view", viewMatrix);
            perPixelLinkedListP1Shader.setParameter("projection", projectionMatrix);
            // skybox cube
            glBindVertexArray(skyboxVAOFBO);
            glActiveTexture(GL_TEXTURE0);
            odfaeg::graphic::Texture::bind(&cubeMapTex, odfaeg::graphic::Texture::Normalized);
            glDrawArrays(GL_TRIANGLES, 0, 36);
            glBindVertexArray(0);
            glFinish();
            glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
            odfaeg::graphic::Shader::bind(&perPixelLinkedListP2Shader);
            glm::mat4 model = glm::mat4(1.0f);
            view = camera2.lookAt(FORWARD);
            projection = glm::perspective(glm::radians(camera2.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
            Matrix4f modelMatrix = glmToODFAEGMatrix(model);
            viewMatrix = glmToODFAEGMatrix(view);
            projectionMatrix = glmToODFAEGMatrix(projection);
            perPixelLinkedListP2Shader.setParameter("model", modelMatrix);
            perPixelLinkedListP2Shader.setParameter("view", viewMatrix);
            perPixelLinkedListP2Shader.setParameter("projection", projectionMatrix);
            glBindVertexArray(fsQuadVAO);
            glActiveTexture(GL_TEXTURE0);
            odfaeg::graphic::Texture::bind(nullptr, odfaeg::graphic::Texture::Normalized);
            glDrawArrays(GL_TRIANGLES, 0, 6);
            glBindVertexArray(0);
            glFinish();
        }
        glMemoryBarrier(GL_ALL_BARRIER_BITS);
        glFlush();
        window.setActive(true);
        glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
        // draw...
        odfaeg::graphic::Shader::bind(&shader);
        glm::mat4 model = glm::mat4(1.0f);
        glm::mat4 view = camera.GetViewMatrix();
        glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        Matrix4f modelMatrix = glmToODFAEGMatrix(model);
        Matrix4f viewMatrix = glmToODFAEGMatrix(view);
        Matrix4f projectionMatrix = glmToODFAEGMatrix(projection);
        shader.setParameter("model", modelMatrix);
        shader.setParameter("view", viewMatrix);
        shader.setParameter("projection", projectionMatrix);
        shader.setParameter("cameraPos", camera.Position.x,camera.Position.y,camera.Position.z);
        // cubes
        glBindVertexArray(cubeVAO);
        glActiveTexture(GL_TEXTURE0);
        odfaeg::graphic::Texture::bind(&cubeMapFBOTex, odfaeg::graphic::Texture::Normalized);
        glDrawArrays(GL_TRIANGLES, 0, 36);
        glBindVertexArray(0);
        // draw skybox as last
        glDepthFunc(GL_LEQUAL);  // change depth function so depth test passes when values are equal to depth buffer's content
        odfaeg::graphic::Shader::bind(&skyboxShader);
        view = glm::mat4(glm::mat3(camera.GetViewMatrix())); // remove translation from the view matrix
        viewMatrix = glmToODFAEGMatrix(view);
        skyboxShader.setParameter("view", viewMatrix);
        skyboxShader.setParameter("projection", projectionMatrix);
        // skybox cube
        glBindVertexArray(skyboxVAO);
        glActiveTexture(GL_TEXTURE0);
        odfaeg::graphic::Texture::bind(&cubeMapTex, odfaeg::graphic::Texture::Normalized);
        glDrawArrays(GL_TRIANGLES, 0, 36);
        glBindVertexArray(0);
        glDepthFunc(GL_LESS); // set depth function back to default
        // end the current frame (internally swaps the front and back buffers)
        window.display();
        oldX = sf::Mouse::getPosition(window).x;
        oldY = sf::Mouse::getPosition(window).y;
    }
    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &cubeVAO);
    glDeleteVertexArrays(1, &skyboxVAO);
    glDeleteVertexArrays(1, &skyboxVAOFBO);
    glDeleteBuffers(1, &cubeVBO);
    glDeleteBuffers(1, &skyboxVAO);
    // release resources...

    return 0;
}
Matrix4f glmToODFAEGMatrix(glm::mat4 mat) {
    Matrix4f odfaegMatrix(mat[0][0], mat[0][1], mat[0][2], mat[0][3],
                         mat[1][0], mat[1][1], mat[1][2], mat[1][3],
                         mat[2][0], mat[2][1], mat[2][2], mat[2][3],
                         mat[3][0], mat[3][1], mat[3][2], mat[3][3]);
    return odfaegMatrix;
}

What’s the matter ?
Thanks

Ok I’ve found the problem, SOLVED.