#version 450 #extension GL_GOOGLE_include_directive : require #extension GL_EXT_nonuniform_qualifier : enable #include "bindless.glsl" layout(location = 0) in vec2 uv; // from fullscreen triangle: 0..2 range layout(location = 0) out vec4 outColor; layout(push_constant) uniform SkyboxPC { mat4 invViewProj; // inverse(Proj * View) (your current setup) vec4 cameraPos; // xyz = camera world position uint skyboxTextureId; // index into textureCubes[] } pcs; void main() { vec2 ndcXY = uv * 2.0 - 1.0; vec4 ndc = vec4(ndcXY, 1.0, 1.0); vec4 world = pcs.invViewProj * ndc; vec3 worldPos = world.xyz / world.w; vec3 dir = normalize(worldPos - pcs.cameraPos.xyz); dir.y *= -1.0; outColor = sampleTextureCubeLinear(pcs.skyboxTextureId, dir); }