Files
Destrum/destrum/assets_src/shaders/skybox.frag
2026-01-22 02:04:11 +01:00

30 lines
810 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; // 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);
}