Spaces:
Running
Running
export default /* glsl */` | |
uniform sampler2D tEquirect; | |
varying vec3 vWorldDirection; | |
#include <common> | |
void main() { | |
vec3 direction = normalize( vWorldDirection ); | |
vec2 sampleUV; | |
sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5; | |
sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5; | |
vec4 texColor = texture2D( tEquirect, sampleUV ); | |
gl_FragColor = mapTexelToLinear( texColor ); | |
#include <tonemapping_fragment> | |
#include <encodings_fragment> | |
} | |
`; | |