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HelloVulkan/shaders/skybox.frag
T
atdunbg 4b5990e6c8 feat: 环境背景管线(IBL 阶段①)——HDR 等距柱状转 cube + Skybox pass
- Cubemap:stbi_loadf 加载 .hdr,CPU 双线性重采样 6 面(GL 规范方向表),
  f32→fp16 转换后整块上传 eCubeCompatible image(R16G16B16A16Sfloat)
- SkyboxPass:HDRColor 的 first writer,承担清屏职责;无环境贴图自动
  退化为纯清屏(Forward 不受影响)
- frag 逐像素 NDC 反投影取世界方向(invVP push,投影变换不可线性插值)
- Forward color 附件 Clear→Load:几何合成在天空之上
- SceneRenderer 产出 skyInvVP = inverse(proj × mat4(mat3(view)))
2026-09-23 18:37:01 +08:00

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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(set = 0, binding = 0) uniform samplerCube envMap;
// push 与 skybox.vert 一致声明(VUID-08878)
layout(push_constant) uniform PushConstants {
mat4 invVP;
} 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);
}