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22 lines
355 B
GLSL
22 lines
355 B
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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#include "lib/util/coordinates.glsl"
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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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