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armorpaint/base/shaders/world_pass.kong
T

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#[set(everything)]
const constants: {
SMVP: float4x4;
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envmap_data_world: float4; // angle, empty, empty, strength
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};
#[set(everything)]
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const sampler_linear: sampler;
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#[set(everything)]
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const envmap: tex2d;
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const PI: float = 3.1415926535;
const PI2: float = 6.283185307;
struct vert_in {
pos: float3;
nor: float3;
}
struct vert_out {
pos: float4;
nor: float3;
}
fun world_pass_vert(input: vert_in): vert_out {
var output: vert_out;
output.pos = constants.SMVP * float4(input.pos, 1.0);
output.nor = input.nor;
return output;
}
fun envmap_equirect(normal: float3, angle: float): float2 {
var phi: float = acos(normal.z);
var theta: float = atan2(normal.x, -normal.y) + PI + angle;
return float2(theta / PI2, phi / PI);
}
fun world_pass_frag(input: vert_out): float4 {
var n: float3 = normalize(input.nor);
var color: float4;
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color.rgb = sample(envmap, sampler_linear, envmap_equirect(-n, constants.envmap_data_world.x)).rgb * constants.envmap_data_world.w;
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color.a = 0.0; // Mark as non-opaque
return color;
}
#[pipe]
struct pipe {
vertex = world_pass_vert;
fragment = world_pass_frag;
}