LearnOpenGL/Shaders/HDRMap.fs
2023-06-02 18:01:45 +02:00

22 lines
419 B
GLSL

#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);
}