1#import bevy_render::view::View2#import bevy_pbr::utils::coords_to_viewport_uv4struct SkyboxUniforms {5 brightness: f32,6 transform: mat4x4<f32>,7#ifdef SIXTEEN_BYTE_ALIGNMENT8 _wasm_padding_8b: u32,9 _wasm_padding_12b: u32,10 _wasm_padding_16b: u32,11#endif12}14@group(0) @binding(0) var skybox: texture_cube<f32>;15@group(0) @binding(1) var skybox_sampler: sampler;16@group(0) @binding(2) var<uniform> view: View;17@group(0) @binding(3) var<uniform> uniforms: SkyboxUniforms;19fn coords_to_ray_direction(position: vec2<f32>, viewport: vec4<f32>) -> vec3<f32> {20 // Using world positions of the fragment and camera to calculate a ray direction21 // breaks down at large translations. This code only needs to know the ray direction.22 // The ray direction is along the direction from the camera to the fragment position.23 // In view space, the camera is at the origin, so the view space ray direction is24 // along the direction of the fragment position - (0,0,0) which is just the25 // fragment position.26 // Use the position on the near clipping plane to avoid -inf world position27 // because the far plane of an infinite reverse projection is at infinity.28 let view_position_homogeneous = view.view_from_clip * vec4(29 coords_to_viewport_uv(position, viewport) * vec2(2.0, -2.0) + vec2(-1.0, 1.0),30 1.0,31 1.0,32 );34 // Transforming the view space ray direction by the skybox transform matrix, it is 35 // equivalent to rotating the skybox itself.36 var view_ray_direction = view_position_homogeneous.xyz / view_position_homogeneous.w;37 view_ray_direction = (view.world_from_view * vec4(view_ray_direction, 0.0)).xyz;39 // Transforming the view space ray direction by the view matrix, transforms the40 // direction to world space. Note that the w element is set to 0.0, as this is a41 // vector direction, not a position, That causes the matrix multiplication to ignore42 // the translations from the view matrix.43 let ray_direction = (uniforms.transform * vec4(view_ray_direction, 0.0)).xyz;45 return normalize(ray_direction);46}48struct VertexOutput {49 @builtin(position) position: vec4<f32>,50};52// 3 | 2.53// 2 | : `.54// 1 | x-----x.55// 0 | | s | `.56// -1 | 0-----x.....157// +---------------58// -1 0 1 2 359//60// The axes are clip-space x and y. The region marked s is the visible region.61// The digits in the corners of the right-angled triangle are the vertex62// indices.63@vertex64fn skybox_vertex(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {65 // See the explanation above for how this works.66 let clip_position = vec2(67 f32(vertex_index & 1u),68 f32((vertex_index >> 1u) & 1u),69 ) * 4.0 - vec2(1.0);71 return VertexOutput(vec4(clip_position, 0.0, 1.0));72}74@fragment75fn skybox_fragment(in: VertexOutput) -> @location(0) vec4<f32> {76 let ray_direction = coords_to_ray_direction(in.position.xy, view.viewport);78 // Cube maps are left-handed so we negate the z coordinate.79 let out = textureSample(skybox, skybox_sampler, ray_direction * vec3(1.0, 1.0, -1.0));80 return vec4(out.rgb * uniforms.brightness, out.a);81}