$input v_texcoord0 /* * Copyright 2014-2015 Dario Manesku. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include 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; float theta = _uv.y *pi; vec3 result; result.x = sin(theta)*cos(phi); result.y = cos(theta); result.z = -sin(theta)*sin(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); }