From 9ee410594a52cbc699b13de2bde4860d70c959a3 Mon Sep 17 00:00:00 2001 From: skal Date: Sat, 28 Feb 2026 09:08:57 +0100 Subject: refactor: move common/shaders/ to src/shaders/ Relocates shared WGSL shaders under src/ where all source code lives, eliminating the top-level common/ directory. - Update asset references in workspaces/main/assets.txt and workspaces/test/assets.txt - Update docs: PROJECT_CONTEXT.md, ARCHITECTURE.md, WORKSPACE_SYSTEM.md, SHADER_REUSE_INVESTIGATION.md Co-Authored-By: Claude Sonnet 4.6 --- src/shaders/skybox.wgsl | 24 ++++++++++++++++++++++++ 1 file changed, 24 insertions(+) create mode 100644 src/shaders/skybox.wgsl (limited to 'src/shaders/skybox.wgsl') diff --git a/src/shaders/skybox.wgsl b/src/shaders/skybox.wgsl new file mode 100644 index 0000000..075eeb6 --- /dev/null +++ b/src/shaders/skybox.wgsl @@ -0,0 +1,24 @@ +#include "common_uniforms" +#include "math/common_utils" +#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main + +@group(0) @binding(0) var sky_tex: texture_2d; +@group(0) @binding(1) var sky_sampler: sampler; +@group(0) @binding(2) var 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 -- cgit v1.2.3