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lovr/etc/shaders/equirect.frag
2022-07-04 00:18:38 -07:00

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GLSL

#version 460
#extension GL_EXT_multiview : require
#extension GL_GOOGLE_include_directive : require
#define PI 3.141592653589793238462643383
#include "lovr.glsl"
layout(location = 2) in vec3 FragDirection;
void main() {
vec3 dir = normalize(FragDirection);
float phi = acos(dir.y);
float theta = atan(dir.x, -dir.z);
vec2 uv = vec2(.5 + theta / (2 * PI), phi / PI);
PixelColors[0] = FragColor * texture(sampler2D(Texture, Sampler), uv);
}