Additional resources from the Raylib repo.
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Examples/resources/shaders/glsl120/cubemap.fs
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Examples/resources/shaders/glsl120/cubemap.fs
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#version 120
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// Input vertex attributes (from vertex shader)
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varying vec3 fragPosition;
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// Input uniform values
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uniform sampler2D equirectangularMap;
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vec2 SampleSphericalMap(vec3 v)
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{
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vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
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uv *= vec2(0.1591, 0.3183);
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uv += 0.5;
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return uv;
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}
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void main()
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{
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// Normalize local position
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vec2 uv = SampleSphericalMap(normalize(fragPosition));
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// Fetch color from texture map
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vec3 color = texture2D(equirectangularMap, uv).rgb;
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// Calculate final fragment color
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gl_FragColor = vec4(color, 1.0);
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}
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