23 lines
721 B
GLSL
23 lines
721 B
GLSL
#version 330
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uniform sampler2D tex;
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noperspective in vec3 nor;
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out vec4 FragColor;
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void main() {
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// Calculate the spherical UV
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const vec3 forward = vec3(0.0, 0.0, 1.0);
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// get the angle between the forward vector and the horizontal portion of the normal
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vec3 normal_x = normalize(vec3(nor.x, 0.0, nor.z));
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float sin_theta_x = length(cross( forward, normal_x )) * nor.x / abs(nor.x);
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// get the angle between the forward vector and the vertical portion of the normal
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vec3 normal_y = normalize(vec3(0.0, nor.y, nor.z));
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float sin_theta_y = length(cross( forward, normal_y )) * nor.y / abs(nor.y);
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vec4 detail0 = texture(tex, 0.5 * vec2(sin_theta_x, sin_theta_y) + 0.5);
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FragColor = vec4(detail0.xyz, 1.);
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}
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