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Diffstat (limited to 'workspaces/main/shaders/skybox.wgsl')
| -rw-r--r-- | workspaces/main/shaders/skybox.wgsl | 42 |
1 files changed, 0 insertions, 42 deletions
diff --git a/workspaces/main/shaders/skybox.wgsl b/workspaces/main/shaders/skybox.wgsl deleted file mode 100644 index 31bea3b..0000000 --- a/workspaces/main/shaders/skybox.wgsl +++ /dev/null @@ -1,42 +0,0 @@ -#include "common_uniforms" -#include "math/common_utils" - -@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; - -struct VertexOutput { - @builtin(position) position: vec4<f32>, - @location(0) uv: vec2<f32>, -}; - -@vertex -fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput { - var pos = array<vec2<f32>, 3>( - vec2<f32>(-1.0, -1.0), - vec2<f32>( 3.0, -1.0), - vec2<f32>(-1.0, 3.0) - ); - - var out: VertexOutput; - out.position = vec4<f32>(pos[vertex_index], 0.0, 1.0); - out.uv = vec2<f32>(pos[vertex_index].x * 0.5 + 0.5, 1.0 - (pos[vertex_index].y * 0.5 + 0.5)); - return out; -} - -@fragment -fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { - // 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 = vec4<f32>(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); -}
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