Files
Destrum/destrum/assets_src/shaders/skybox.frag
2026-03-21 23:10:48 +01:00

36 lines
797 B
GLSL

#version 450
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_nonuniform_qualifier : enable
#include "bindless.glsl"
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 outColor;
layout(push_constant) uniform SkyboxPC {
mat4 invViewProj;
vec4 skyboxRot[3];
vec3 cameraPos;
uint skyboxTextureId;
} 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);
dir.y *= -1.0;
mat3 skyboxRot = mat3(
pcs.skyboxRot[0].xyz,
pcs.skyboxRot[1].xyz,
pcs.skyboxRot[2].xyz
);
dir = skyboxRot * dir;
outColor = sampleTextureCubeLinear(pcs.skyboxTextureId, dir);
}