1import bevy_pbr::render::forward_io::VertexOutput;3@if(CUBEMAP_ARRAY)4@group(constants::MATERIAL_BIND_GROUP) @binding(0) var base_color_texture: texture_cube_array<f32>;5@else6@group(constants::MATERIAL_BIND_GROUP) @binding(0) var base_color_texture: texture_cube<f32>;8@group(constants::MATERIAL_BIND_GROUP) @binding(1) var base_color_sampler: sampler;10@fragment11fn fragment(12 mesh: VertexOutput,13) -> @location(0) vec4<f32> {14 let fragment_position_view_lh = mesh.world_position.xyz * vec3<f32>(1.0, 1.0, -1.0);15 return textureSample(16 base_color_texture,17 base_color_sampler,18 fragment_position_view_lh19 );20}