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#version 450
// 天空盒顶点:全屏三角形(无顶点缓冲),UV 交给 fragment 反投影。
// 方向在 fragment 逐像素计算(invVP 是投影变换,对 NDC 线性插值方向
// 不精确;UV 插值是仿射的,逐像素重建方向零误差)。
layout(location = 0) out vec2 fragUV;
// push 与 skybox.frag 一致声明(VUID-08878:shader object 接口一致)
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() {
vec2 p = vec2(
float((gl_VertexIndex << 1) & 2),
float(gl_VertexIndex & 2));
fragUV = p;
// 远平面:z = 1(Vulkan [0,1] 深度),无深度附件,只关心覆盖屏幕
gl_Position = vec4(p * 2.0 - 1.0, 1.0, 1.0);
}