We got a skybox
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35
destrum/assets_src/shaders/skybox.frag
Normal file
35
destrum/assets_src/shaders/skybox.frag
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#version 450
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#extension GL_GOOGLE_include_directive : require
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#extension GL_EXT_nonuniform_qualifier : enable
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#include "bindless.glsl"
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layout(location = 0) in vec2 uv; // from fullscreen triangle: 0..2 range
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layout(location = 0) out vec4 outColor;
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layout(push_constant) uniform SkyboxPC {
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mat4 invViewProj; // inverse(Proj * View) (your current setup)
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vec4 cameraPos; // xyz = camera world position
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uint skyboxTextureId; // index into textureCubes[]
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} pcs;
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void main()
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{
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// Fullscreen-triangle trick gives uv in [0..2]. Convert to [0..1].
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vec2 uv01 = uv * 0.5;
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// Build an NDC point on the far plane.
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// Vulkan NDC is x,y in [-1..1], z in [0..1]. Using z=1 means "far".
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vec4 ndc = vec4(uv01 * 2.0 - 1.0, 1.0, 1.0);
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// Unproject to world space
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vec4 world = pcs.invViewProj * ndc;
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vec3 worldPos = world.xyz / world.w;
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// Direction from camera through this pixel
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vec3 dir = normalize(worldPos - pcs.cameraPos.xyz);
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// Sample cubemap directly
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outColor = sampleTextureCubeLinear(pcs.skyboxTextureId, dir);
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// outColor = sampleTextureCubeNearest(pcs.skyboxTextureId, dir);
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}
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