mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-10 22:51:57 +00:00
32 lines
654 B
Text
32 lines
654 B
Text
|
!!cvarf ffov
|
||
|
|
||
|
//equirectangular view rendering, commonly used for sphere->2d map projections.
|
||
|
|
||
|
#ifdef VERTEX_SHADER
|
||
|
attribute vec2 v_texcoord;
|
||
|
varying vec2 texcoord;
|
||
|
void main()
|
||
|
{
|
||
|
texcoord = v_texcoord.xy;
|
||
|
gl_Position = ftetransform();
|
||
|
}
|
||
|
#endif
|
||
|
#ifdef FRAGMENT_SHADER
|
||
|
uniform samplerCube s_t0;
|
||
|
varying vec2 texcoord;
|
||
|
uniform float cvar_ffov;
|
||
|
|
||
|
#define PI 3.1415926535897932384626433832795
|
||
|
void main()
|
||
|
{
|
||
|
vec3 tc;
|
||
|
float lng = (texcoord.x - 0.5) * PI * 2.0;
|
||
|
float lat = (texcoord.y) * PI * 1.0;
|
||
|
|
||
|
tc.z = cos(lng) * sin(lat);
|
||
|
tc.x = sin(lng) * sin(lat);
|
||
|
tc.y = cos(lat);
|
||
|
gl_FragColor = textureCube(s_t0, tc);
|
||
|
}
|
||
|
#endif
|