bgfx/examples/common/imgui/fs_imgui_latlong.sc

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$input v_texcoord0
/*
* Copyright 2014-2015 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include <bgfx_shader.sh>
uniform vec4 u_imageLodEnabled;
SAMPLERCUBE(s_texColor, 0);
#define u_imageLod u_imageLodEnabled.x
#define u_imageEnabled u_imageLodEnabled.y
vec3 vecFromLatLong(vec2 _uv)
{
float pi = 3.14159265;
float twoPi = 2.0*pi;
float phi = _uv.x * twoPi;
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float theta = _uv.y * pi;
vec3 result;
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result.x = -sin(theta)*sin(phi);
result.y = cos(theta);
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result.z = -sin(theta)*cos(phi);
return result;
}
void main()
{
vec3 dir = vecFromLatLong(v_texcoord0);
vec3 color = textureCubeLod(s_texColor, dir, u_imageLod).xyz;
float alpha = 0.2 + 0.8*u_imageEnabled;
gl_FragColor = vec4(color, alpha);
}