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| export default /* glsl */` | |
| uniform sampler2D tEquirect; | |
| varying vec3 vWorldDirection; | |
| #include <common> | |
| void main() { | |
| vec3 direction = normalize( vWorldDirection ); | |
| vec2 sampleUV; | |
| sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5; | |
| sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5; | |
| vec4 texColor = texture2D( tEquirect, sampleUV ); | |
| gl_FragColor = mapTexelToLinear( texColor ); | |
| #include <tonemapping_fragment> | |
| #include <encodings_fragment> | |
| } | |
| `; | |