layout(push_constant) uniform Constants { mat4 m_inverse_projection_view_matrix; } u_push_constants; layout(location = 0) in vec2 f_uv; layout(binding = 0) uniform samplerCube f_skybox_texture; layout(location = 0) out vec4 o_color; void main() { vec2 uv = 2.0f * f_uv - 1.0f; vec4 front = u_push_constants.m_inverse_projection_view_matrix * vec4(uv, -1.0, 1.0); vec4 back = u_push_constants.m_inverse_projection_view_matrix * vec4(uv, 1.0, 1.0); vec3 dir = back.xyz / back.w - front.xyz / front.w; o_color = texture(f_skybox_texture, dir); }