layout(location = 0) in vec2 f_uv; layout(binding = 2) uniform samplerCube f_skybox_texture; layout(binding = 3) uniform samplerCube f_skybox_texture_srgb; layout(location = 0) out vec4 o_color; #include "utils/camera.glsl" #include "utils/constants_utils.glsl" void main() { vec2 uv = 2.0f * f_uv - 1.0f; vec4 front = u_camera.m_inverse_projection_view_matrix * vec4(uv, -1.0, 1.0); vec4 back = u_camera.m_inverse_projection_view_matrix * vec4(uv, 1.0, 1.0); vec3 dir = back.xyz / back.w - front.xyz / front.w; if (u_deferred) o_color = texture(f_skybox_texture_srgb, dir); else o_color = texture(f_skybox_texture, dir); }