1#import bevy_pbr::forward_io::VertexOutput3#ifdef CUBEMAP_ARRAY4@group(2) @binding(0) var base_color_texture: texture_cube_array<f32>;5#else6@group(2) @binding(0) var base_color_texture: texture_cube<f32>;7#endif9@group(2) @binding(1) var base_color_sampler: sampler;11@fragment12fn fragment(13 mesh: VertexOutput,14) -> @location(0) vec4<f32> {15 let fragment_position_view_lh = mesh.world_position.xyz * vec3<f32>(1.0, 1.0, -1.0);16 return textureSample(17 base_color_texture,18 base_color_sampler,19 fragment_position_view_lh20 );21}