@group(0) @binding(0) var sky_tex: texture_2d; @group(0) @binding(1) var sky_sampler: sampler; @group(0) @binding(2) var globals: GlobalUniforms; struct VertexOutput { @builtin(position) position: vec4, @location(0) uv: vec2, }; @vertex fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput { var pos = array, 3>( vec2(-1.0, -1.0), vec2( 3.0, -1.0), vec2(-1.0, 3.0) ); var out: VertexOutput; out.position = vec4(pos[vertex_index], 0.0, 1.0); out.uv = vec2(pos[vertex_index].x * 0.5 + 0.5, 1.0 - (pos[vertex_index].y * 0.5 + 0.5)); return out; } @fragment fn fs_main(@builtin(position) frag_pos: vec4) -> @location(0) vec4 { return textureSample(sky_tex, sky_sampler, frag_pos.xy / globals.resolution); }