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lovr/etc/shaders/equirect.frag

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GLSL
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#version 460
#extension GL_EXT_multiview : require
#extension GL_GOOGLE_include_directive : require
#include "lovr.glsl"
layout(location = 0) in vec3 Direction;
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vec4 lovrmain() {
vec3 dir = normalize(Direction);
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float phi = acos(dir.y);
float theta = atan(dir.x, -dir.z);
vec2 uv = vec2(.5 + theta / (2 * PI), phi / PI);
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return Color * getPixel(ColorTexture, uv);
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}