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-rw-r--r--common/shaders/skybox.wgsl24
1 files changed, 0 insertions, 24 deletions
diff --git a/common/shaders/skybox.wgsl b/common/shaders/skybox.wgsl
deleted file mode 100644
index 075eeb6..0000000
--- a/common/shaders/skybox.wgsl
+++ /dev/null
@@ -1,24 +0,0 @@
-#include "common_uniforms"
-#include "math/common_utils"
-#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main
-
-@group(0) @binding(0) var sky_tex: texture_2d<f32>;
-@group(0) @binding(1) var sky_sampler: sampler;
-@group(0) @binding(2) var<uniform> globals: GlobalUniforms;
-
-@fragment
-fn fs_main(in: VertexOutput) -> @location(0) vec4f {
- // Convert UV to NDC
- let ndc_x = in.uv.x * 2.0 - 1.0;
- let ndc_y = (1.0 - in.uv.y) * 2.0 - 1.0; // Un-flip Y for NDC (Y-up)
-
- // Unproject to find world direction
- // We want the direction from camera to the far plane at this pixel
- let clip_pos = vec4f(ndc_x, ndc_y, 1.0, 1.0);
- let world_pos_h = globals.inv_view_proj * clip_pos;
- let world_pos = world_pos_h.xyz / world_pos_h.w;
-
- let ray_dir = normalize(world_pos - globals.camera_pos_time.xyz);
- let uv = spherical_uv_from_dir(ray_dir);
- return textureSample(sky_tex, sky_sampler, uv);
-} \ No newline at end of file