39 lines
909 B
GLSL
39 lines
909 B
GLSL
/*******************************************************************************************
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*
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* rPBR [shader] - Equirectangular to cubemap fragment shader
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*
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* Copyright (c) 2017 Victor Fisac
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*
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**********************************************************************************************/
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec3 fragPosition;
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// Input uniform values
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uniform sampler2D equirectangularMap;
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// Output fragment color
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out vec4 finalColor;
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vec2 SampleSphericalMap(vec3 v)
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{
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vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
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uv *= vec2(0.1591, 0.3183);
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uv += 0.5;
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return uv;
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}
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void main()
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{
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// Normalize local position
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vec2 uv = SampleSphericalMap(normalize(fragPosition));
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// Fetch color from texture map
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vec3 color = texture(equirectangularMap, uv).rgb;
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// Calculate final fragment color
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finalColor = vec4(color, 1.0);
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}
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