#import bevy_pbr::forward_io::VertexOutput
#ifdef CUBEMAP_ARRAY
@group(#{MATERIAL_BIND_GROUP}) @binding(0) var base_color_texture: texture_cube_array<f32>;
#else
@group(#{MATERIAL_BIND_GROUP}) @binding(0) var base_color_texture: texture_cube<f32>;
#endif
@group(#{MATERIAL_BIND_GROUP}) @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
);
}