20 lines
365 B
GLSL
20 lines
365 B
GLSL
uniform sampler2D tEquirect;
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varying vec3 vWorldDirection;
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#include <common>
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void main() {
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vec3 direction = normalize( vWorldDirection );
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vec2 sampleUV;
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sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;
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sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;
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gl_FragColor = texture2D( tEquirect, sampleUV );
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}
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