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Diffstat (limited to 'workspaces/test/shaders/skybox.wgsl')
| -rw-r--r-- | workspaces/test/shaders/skybox.wgsl | 42 |
1 files changed, 42 insertions, 0 deletions
diff --git a/workspaces/test/shaders/skybox.wgsl b/workspaces/test/shaders/skybox.wgsl new file mode 100644 index 0000000..31bea3b --- /dev/null +++ b/workspaces/test/shaders/skybox.wgsl @@ -0,0 +1,42 @@ +#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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