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#version 450
// 天空盒像素:NDC → 世界方向 → cube 采样。
// invVP = inverse(projNoJitter × mat4(mat3(view))):去掉平移的视图,
// 反投影结果即"相机相对"的世界方向,normalize 后直接采样 cube。
layout(location = 0) in vec2 fragUV;
layout(location = 0) out vec4 outColor;
layout(location = 1) out vec2 outVelocity; // TAA velocity 附件
layout(set = 0, binding = 0) uniform samplerCube envMap;
// push 与 skybox.vert 一致声明(VUID-08878)
layout(push_constant) uniform PushConstants {
mat4 invVP; // 当前帧反投影(方向重建)
mat4 prevVP; // 上一帧 proj×view(去平移):天空 velocity
} pc;
void main() {
vec4 target = pc.invVP * vec4(fragUV * 2.0 - 1.0, 1.0, 1.0);
vec3 dir = normalize(target.xyz / target.w);
outColor = vec4(texture(envMap, dir).rgb, 1.0);
// 天空 velocity:天空是无限远表面,方向不随相机平移变化(w=0 忽略
// 平移),过上一帧 proj×view 得上一帧屏幕位置,与当前 fragUV 之差即
// 运动向量。相机移动时天空/背景因此正确重投影,不再闪烁
vec4 prevClip = pc.prevVP * vec4(dir, 0.0);
vec2 prevUV = abs(prevClip.w) > 1e-6
? (prevClip.xy / prevClip.w) * 0.5 + 0.5
: fragUV;
outVelocity = fragUV - prevUV;
}