// Skybox: fullscreen triangle whose rays are unprojected back to world space
// to sample a cubemap. Based on Learn WGPU's HDR tutorial (skybox section):
// https://sotrh.github.io/learn-wgpu/intermediate/tutorial13-hdr/
struct Camera {
view_pos: vec4<f32>,
view: mat4x4<f32>,
view_proj: mat4x4<f32>,
inv_proj: mat4x4<f32>,
inv_view: mat4x4<f32>,
}
@group(0) @binding(0)
var<uniform> camera: Camera;
@group(1)
@binding(0)
var env_map: texture_cube<f32>;
@group(1)
@binding(1)
var env_sampler: sampler;
struct VertexOutput {
@builtin(position) frag_position: vec4<f32>,
@location(0) clip_position: vec4<f32>,
}
@vertex
fn vs_main(
@builtin(vertex_index) id: u32,
) -> VertexOutput {
let uv = vec2<f32>(vec2<u32>(
id & 1u,
(id >> 1u) & 1u,
));
// Fullscreen triangle at the far plane (z = 1). The NDC position is also
// passed as a plain varying because @builtin(position) turns into
// framebuffer coordinates in the fragment stage.
let pos = vec4(uv * 4.0 - 1.0, 1.0, 1.0);
var out: VertexOutput;
out.clip_position = pos;
out.frag_position = pos;
return out;
}
// Sky exposure: 1.0 = day (original HDR color).
// Lower it to darken: ~0.3 dusk, ~0.05 night, 0.0 fully black.
const SKY_EXPOSURE: f32 = 1.0;
// Night tint (dark blue). Only blends in when SKY_EXPOSURE is low.
const NIGHT_TINT: vec3<f32> = vec3<f32>(0.05, 0.08, 0.20);
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let view_pos_homogeneous = camera.inv_proj * in.clip_position;
let view_ray_direction = view_pos_homogeneous.xyz / view_pos_homogeneous.w;
var ray_direction = normalize((camera.inv_view * vec4(view_ray_direction, 0.0)).xyz);
let sample = textureSample(env_map, env_sampler, ray_direction);
// Night/day blend: lower exposure gives more weight to the dark blue tint.
let night_blend = clamp(1.0 - SKY_EXPOSURE, 0.0, 1.0);
let rgb = sample.rgb * SKY_EXPOSURE + NIGHT_TINT * night_blend;
return vec4<f32>(rgb, sample.a);
}