#[set(everything)] const constants: { SMVP: float4x4; envmap_data_world: float4; // angle, empty, empty, strength }; #[set(everything)] const sampler_linear: sampler; #[set(everything)] const envmap: tex2d; 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; color.rgb = sample(envmap, sampler_linear, envmap_equirect(-n, constants.envmap_data_world.x)).rgb * constants.envmap_data_world.w; color.a = 0.0; // Mark as non-opaque return color; } #[pipe] struct pipe { vertex = world_pass_vert; fragment = world_pass_frag; }