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			52 lines
		
	
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			52 lines
		
	
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#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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