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#version 120
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varying vec2 uv;
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uniform samplerCube cubeMap;
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uniform int mapping;
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#define PI 3.1415926535
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vec3 sphericalCoords(vec2 coords)
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{
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coords.x = -1 * coords.x * 2 * PI;
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coords.y = (coords.y - 0.5) * PI;
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vec3 result = vec3(0.0,cos(coords.y),sin(coords.y));
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result = vec3(cos(coords.x) * result.y,sin(coords.x) * result.y,result.z);
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return result;
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}
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vec3 cylindricalCoords(vec2 coords)
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{
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return normalize(vec3(cos(-1 * coords.x * 2 * PI),sin(-1 * coords.x * 2 * PI),coords.y * 2.0 - 1.0));
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}
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vec3 planetCoords(vec2 coords)
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{
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vec2 fromCenter = coords - vec2(0.5,0.5);
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float magnitude = length(fromCenter);
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fromCenter = normalize(fromCenter);
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float dotProduct = dot(fromCenter,vec2(0.0,1.0));
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coords.x = coords.x > 0.5 ? 0.5 - (dotProduct + 1.0) / 4.0 : 0.5 + (dotProduct + 1.0) / 4.0;
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coords.y = max(0.0,1.0 - pow(magnitude / 0.5,0.5));
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return sphericalCoords(coords);
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}
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void main(void)
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{
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vec3 c;
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if (mapping == 0)
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c = sphericalCoords(uv);
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else if (mapping == 1)
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c = cylindricalCoords(uv);
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else
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c = planetCoords(uv);
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gl_FragData[0] = textureCube(cubeMap,c);
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}
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