#version 450 #extension GL_GOOGLE_include_directive : require #include "input_structures.glsl" #include "ibl_common.glsl" layout(location=0) in vec2 inUV; layout(location=0) out vec4 outColor; void main() { // Reconstruct world-space direction from screen UV vec2 ndc = inUV * 2.0 - 1.0; // [-1,1] // Avoid per-pixel matrix inverses. With a perspective projection, a view-space ray can be // reconstructed directly from the projection diagonal and then rotated to world space. vec3 viewDir = normalize(vec3(ndc.x / sceneData.proj[0][0], ndc.y / sceneData.proj[1][1], -1.0)); // view matrix is rigid-body => transpose(mat3(view)) preserves length for normalized vectors. vec3 worldDir = transpose(mat3(sceneData.view)) * viewDir; vec2 uv = dir_to_equirect_normalized(worldDir); // Sample a dedicated background environment map when available. // The engine binds iblBackground2D to a texture that may differ from the IBL specular map. vec3 col = textureLod(iblBackground2D, uv, 0.0).rgb; outColor = vec4(col, 1.0); }