#import bevy_pbr::forward_io::VertexOutput #ifdef CUBEMAP_ARRAY @group(2) @binding(0) var base_color_texture: texture_cube_array<f32>; #else @group(2) @binding(0) var base_color_texture: texture_cube<f32>; #endif @group(2) @binding(1) var base_color_sampler: sampler; @fragment fn fragment( mesh: VertexOutput, ) -> @location(0) vec4<f32> { let fragment_position_view_lh = mesh.world_position.xyz * vec3<f32>(1.0, 1.0, -1.0); return textureSample( base_color_texture, base_color_sampler, fragment_position_view_lh ); }