2015-02-12 04:47:28 +03:00
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$input v_texcoord0
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/*
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* Copyright 2014-2015 Dario Manesku. All rights reserved.
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2016-01-01 11:11:04 +03:00
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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2015-02-12 04:47:28 +03:00
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*/
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#include <bgfx_shader.sh>
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uniform vec4 u_imageLodEnabled;
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SAMPLERCUBE(s_texColor, 0);
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#define u_imageLod u_imageLodEnabled.x
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#define u_imageEnabled u_imageLodEnabled.y
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vec3 vecFromLatLong(vec2 _uv)
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{
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float pi = 3.14159265;
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float twoPi = 2.0*pi;
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float phi = _uv.x * twoPi;
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2015-02-14 02:29:20 +03:00
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float theta = _uv.y * pi;
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2015-02-12 04:47:28 +03:00
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vec3 result;
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2015-02-23 22:52:30 +03:00
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result.x = -sin(theta)*sin(phi);
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2015-02-12 04:47:28 +03:00
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result.y = cos(theta);
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2015-02-23 22:52:30 +03:00
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result.z = -sin(theta)*cos(phi);
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2015-02-12 04:47:28 +03:00
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return result;
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}
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void main()
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{
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vec3 dir = vecFromLatLong(v_texcoord0);
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vec3 color = textureCubeLod(s_texColor, dir, u_imageLod).xyz;
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float alpha = 0.2 + 0.8*u_imageEnabled;
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gl_FragColor = vec4(color, alpha);
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}
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