mirror of https://github.com/bjornbytes/lovr.git
Fix equirect shader;
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@ -4,10 +4,8 @@
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#include "lovr.glsl"
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layout(location = 0) in vec3 Direction;
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vec4 lovrmain() {
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vec3 dir = normalize(Direction);
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vec3 dir = normalize(Normal);
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float phi = acos(dir.y);
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float theta = atan(dir.x, -dir.z);
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vec2 uv = vec2(.5 + theta / (2 * PI), phi / PI);
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