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-rw-r--r--workspaces/test/shaders/skybox.wgsl42
1 files changed, 0 insertions, 42 deletions
diff --git a/workspaces/test/shaders/skybox.wgsl b/workspaces/test/shaders/skybox.wgsl
deleted file mode 100644
index 31bea3b..0000000
--- a/workspaces/test/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);
-} \ No newline at end of file