summaryrefslogtreecommitdiffhomepage
path: root/examples/models/resources/shaders/glsl100/cubemap.fs
blob: e8e285363bd2fb7aa77c3a11a1608e502e316ed6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
/*******************************************************************************************
*
*   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);
}