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path: root/assets/shaders/generated/equirect_to_cubemap.glsl
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#type vertex
#version 410

uniform mat4 u_projection;
uniform mat4 u_view;

layout(location = 0) in vec3 input_position;
layout(location = 0) out vec3 _v0;

mat4 spvWorkaroundRowMajor(mat4 wrap) { return wrap; }

void main()
{
    gl_Position = (vec4(input_position, 1.0) * spvWorkaroundRowMajor(u_view)) * spvWorkaroundRowMajor(u_projection);
    _v0 = input_position;
}


#type fragment
#version 410

uniform sampler2D u_EquirectangularMap;

layout(location = 0) in vec3 _v0;
layout(location = 0) out vec4 entryPointParam_fragmentMain;

void main()
{
    vec3 _10 = normalize(_v0);
    entryPointParam_fragmentMain = vec4(texture(u_EquirectangularMap, (vec2(atan(_10.z, _10.x), asin(_10.y)) * vec2(0.159099996089935302734375, 0.3183000087738037109375)) + vec2(0.5)).xyz, 1.0);
}