#version 460 core out vec4 FragColor; in vec3 localPos; uniform sampler2D equirectangularMap; const vec2 invAtan = vec2(0.1591, 0.3183); vec2 SampleSphericalMap(vec3 v) { vec2 uv = vec2(atan(v.z, v.x), asin(v.y)); uv *= invAtan; uv += 0.5; return uv; } void main(){ vec2 uv = SampleSphericalMap(localPos); vec3 color = texture(equirectangularMap, uv).rgb; FragColor = vec4(color,1.0); }