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diff --git a/examples/models/resources/shaders/glsl330/cubemap.fs b/examples/models/resources/shaders/glsl330/cubemap.fs
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+/*******************************************************************************************
+*
+* 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);
+}