#version 460 /* * Copyright 2023 Nintendo * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ layout (binding = 1) uniform sampler2D samplerColorMap; layout (binding = 2) uniform sampler2D skyboxMap; layout (binding = 0) uniform UBO { mat4 projection; mat4 view; mat4 proj_view; } ubo; layout (location = 0) in VertexData { vec2 uv; vec3 normal; vec3 world_pos; vec3 object_pos; flat uint texture_index; } vertex_in; layout(push_constant) uniform pushConstants { mat4 model; vec3 camera_pos; float elapsed_time; float material_diffuse; float material_spec; } push; layout (location = 0) out vec4 outColor; #define PI 3.1415926538 void main() { vec3 viewDir = normalize(push.camera_pos - vertex_in.world_pos); vec3 reflectedDirection = normalize(reflect(viewDir, normalize(vertex_in.normal))); float u = 0.5f + atan(reflectedDirection.z, reflectedDirection.x) / (2 * PI); float v = 0.5f + asin(reflectedDirection.y) / PI; outColor = texture(skyboxMap, vec2(u, v)); }