struct Plane { inner: vec4; }; struct Frustum { left: Plane; right: Plane; top: Plane; bottom: Plane; near: Plane; }; struct UniformData { view: mat4x4; view_proj: mat4x4; origin_view_proj: mat4x4; inv_view: mat4x4; inv_view_proj: mat4x4; inv_origin_view_proj: mat4x4; frustum: Frustum; ambient: vec4; }; struct UniformBuffer { uniforms: UniformData; }; var i_clip_position_1: vec2; [[group(0), binding(3)]] var unnamed: UniformBuffer; [[group(1), binding(0)]] var skybox: texture_cube; [[group(0), binding(0)]] var primary_sampler: sampler; var o_color: vec4; fn main_1() { let _e12 = i_clip_position_1; let _e18 = unnamed.uniforms.inv_origin_view_proj; let _e19 = (_e18 * vec4(_e12.x, _e12.y, 1.0, 1.0)); let _e25 = textureSample(skybox, primary_sampler, normalize((_e19.xyz / vec3(_e19.w)))); o_color = vec4(_e25.x, _e25.y, _e25.z, 1.0); return; } [[stage(fragment)]] fn main([[location(0)]] i_clip_position: vec2) -> [[location(0)]] vec4 { i_clip_position_1 = i_clip_position; main_1(); let _e3 = o_color; return _e3; }