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#type vertex
#version 330 core
layout (location = 0) in vec3 a_Pos;
out vec3 v_WorldPos;
uniform mat4 u_Projection;
uniform mat4 u_View;
void main()
{
v_WorldPos = a_Pos;
gl_Position = u_Projection * u_View * vec4(v_WorldPos, 1.0);
}
#type fragment
#version 330 core
out vec4 o_FragColor;
in vec3 v_WorldPos;
uniform sampler2D u_EquirectangularMap;
const vec2 invAtan = vec2(0.1591, 0.3183);
vec2 SampleSphericalMap(vec3 v)
{
vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
uv *= invAtan;
uv += 0.5;
return uv;
}
void main()
{
vec2 uv = SampleSphericalMap(normalize(v_WorldPos));
vec3 color = texture(u_EquirectangularMap, uv).rgb;
o_FragColor = vec4(color, 1.0);
}
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