engine/skybox/shader/skybox.vert

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GLSL
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2025-03-01 17:05:27 +00:00
#version 450
layout (location = 0) in vec3 in_position;
layout (set = 0, binding = 0) uniform CameraProperties
{
mat4 view;
mat4 proj;
mat4 vp;
mat4 inv_view;
mat4 inv_proj;
} globals;
layout (location = 0) out vec3 out_uvw;
void main()
{
out_uvw = in_position;
// Convert cubemap coordinates into Vulkan coordinate space
out_uvw.xy *= -1.0;
// Remove translation from view matrix
mat4 view_mat = mat4(mat3(globals.view));
gl_Position = globals.proj * view_mat * vec4(in_position, 1.0);
}