1import bevy_render::view::View;2import bevy_pbr::render::utils::coords_to_viewport_uv;4struct SkyboxUniforms {5 brightness: f32,6 transform: mat4x4<f32>,7 @if(SIXTEEN_BYTE_ALIGNMENT)8 _wasm_padding_8b: u32,9 @if(SIXTEEN_BYTE_ALIGNMENT)10 _wasm_padding_12b: u32,11 @if(SIXTEEN_BYTE_ALIGNMENT)12 _wasm_padding_16b: u32,13}15@group(0) @binding(0) var skybox: texture_cube<f32>;16@group(0) @binding(1) var skybox_sampler: sampler;17@group(0) @binding(2) var<uniform> view: View;18@group(0) @binding(3) var<uniform> uniforms: SkyboxUniforms;20fn coords_to_ray_direction(position: vec2<f32>, viewport: vec4<f32>) -> vec3<f32> {21 // Using world positions of the fragment and camera to calculate a ray direction22 // breaks down at large translations. This code only needs to know the ray direction.23 // The ray direction is along the direction from the camera to the fragment position.24 // In view space, the camera is at the origin, so the view space ray direction is25 // along the direction of the fragment position - (0,0,0) which is just the26 // fragment position.27 // Use the position on the near clipping plane to avoid -inf world position28 // because the far plane of an infinite reverse projection is at infinity.29 let view_position_homogeneous = view.view_from_clip * vec4(30 coords_to_viewport_uv(position, viewport) * vec2(2.0, -2.0) + vec2(-1.0, 1.0),31 1.0,32 1.0,33 );35 // Transforming the view space ray direction by the skybox transform matrix, it is 36 // equivalent to rotating the skybox itself.37 var view_ray_direction = view_position_homogeneous.xyz / view_position_homogeneous.w;38 view_ray_direction = (view.world_from_view * vec4(view_ray_direction, 0.0)).xyz;40 // Transforming the view space ray direction by the view matrix, transforms the41 // direction to world space. Note that the w element is set to 0.0, as this is a42 // vector direction, not a position, That causes the matrix multiplication to ignore43 // the translations from the view matrix.44 let ray_direction = (uniforms.transform * vec4(view_ray_direction, 0.0)).xyz;46 return normalize(ray_direction);47}49struct VertexOutput {50 @builtin(position) position: vec4<f32>,51};53// 3 | 2.54// 2 | : `.55// 1 | x-----x.56// 0 | | s | `.57// -1 | 0-----x.....158// +---------------59// -1 0 1 2 360//61// The axes are clip-space x and y. The region marked s is the visible region.62// The digits in the corners of the right-angled triangle are the vertex63// indices.64@vertex65fn skybox_vertex(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {66 // See the explanation above for how this works.67 let clip_position = vec2(68 f32(vertex_index & 1u),69 f32((vertex_index >> 1u) & 1u),70 ) * 4.0 - vec2(1.0);72 return VertexOutput(vec4(clip_position, 0.0, 1.0));73}75@fragment76fn skybox_fragment(in: VertexOutput) -> @location(0) vec4<f32> {77 let ray_direction = coords_to_ray_direction(in.position.xy, view.main_pass_viewport);79 // Cube maps are left-handed so we negate the z coordinate.80 let out = textureSample(skybox, skybox_sampler, ray_direction * vec3(1.0, 1.0, -1.0));81 return vec4(out.rgb * uniforms.brightness, out.a);82}