#include "common_uniforms" @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(in: VertexOutput) -> @location(0) vec4 { // 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(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); // Spherical Mapping let u = atan2(ray_dir.z, ray_dir.x) / 6.28318 + 0.5; let v = asin(clamp(ray_dir.y, -1.0, 1.0)) / 3.14159 + 0.5; return textureSample(sky_tex, sky_sampler, vec2(u, v)); }