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