struct Uniform {
proj: mat4x4<f32>,
proj_inv: mat4x4<f32>,
view: mat4x4<f32>,
cam_pos: vec4<f32>,
time: f32,
mip_level: f32,
_pad0: f32,
_pad1: f32,
};
@group(0) @binding(0)
var<uniform> u: Uniform;
@group(0) @binding(1)
var t_diffuse: texture_cube<f32>;
@group(0) @binding(2)
var s_diffuse: sampler;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec3<f32>,
};
@vertex
fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
let tmp1 = i32(vertex_index) / 2;
let tmp2 = i32(vertex_index) & 1;
let pos = vec4<f32>(
f32(tmp1) * 4.0 - 1.0,
f32(tmp2) * 4.0 - 1.0,
0.0,
1.0
);
let inv_model_view = transpose(mat3x3<f32>(u.view[0].xyz, u.view[1].xyz, u.view[2].xyz));
let unprojected = u.proj_inv * pos;
var result: VertexOutput;
result.uv = inv_model_view * unprojected.xyz;
result.position = pos;
return result;
}
fn safe_normalize_sky(v: vec3<f32>) -> vec3<f32> {
let len_sq = dot(v, v);
if len_sq < 0.0001 {
return vec3<f32>(0.0, 1.0, 0.0);
}
return v / sqrt(len_sq);
}
@fragment
fn fs_sky(in: VertexOutput) -> @location(0) vec4<f32> {
let dir = safe_normalize_sky(in.uv);
var hdr = textureSample(t_diffuse, s_diffuse, dir).rgb;
hdr = clamp(hdr, vec3<f32>(0.0), vec3<f32>(65000.0));
return vec4<f32>(hdr, 1.0);
}
@fragment
fn fs_sky_lod(in: VertexOutput) -> @location(0) vec4<f32> {
let dir = safe_normalize_sky(in.uv);
var hdr = textureSampleLevel(t_diffuse, s_diffuse, dir, u.mip_level).rgb;
hdr = clamp(hdr, vec3<f32>(0.0), vec3<f32>(65000.0));
return vec4<f32>(hdr, 1.0);
}