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-rw-r--r--src/shaders/skybox.wgsl24
1 files changed, 24 insertions, 0 deletions
diff --git a/src/shaders/skybox.wgsl b/src/shaders/skybox.wgsl
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+#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