export default /* glsl */` uniform sampler2D tEquirect; varying vec3 vWorldDirection; #include 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 #include } `;