Calculate direction of pixel in fragment shader for use in procedural sky shader?
(So I’m in my barebones C++ Vulkan game engine and I want to make a procedural sky shader like there is in Godot 4 and so far it’s been pretty straight forward, it’s not a skybox but a single triangle large enough to cover the whole screen rendered orthographically in front of the camera but always rendered behind everything. In Godot 4, the procedural sky shader has a very important 3D vector called EYEDIR which is the direction of the current pixel in the fragment shader, I have not quite figured out how to calculate this.)