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