#version 150 out vec4 FragColor; in vec3 v_localPos; uniform sampler2D u_equirectangularMap; void main () { vec3 tmpvar_1; tmpvar_1 = normalize(v_localPos); vec2 uv_2; float tmpvar_3; float tmpvar_4; tmpvar_4 = (min (abs( (tmpvar_1.z / tmpvar_1.x) ), 1.0) / max (abs( (tmpvar_1.z / tmpvar_1.x) ), 1.0)); float tmpvar_5; tmpvar_5 = (tmpvar_4 * tmpvar_4); tmpvar_5 = ((( (((( ((((-0.01213232 * tmpvar_5) + 0.05368138) * tmpvar_5) - 0.1173503) * tmpvar_5) + 0.1938925) * tmpvar_5) - 0.3326756) * tmpvar_5) + 0.9999793) * tmpvar_4); tmpvar_5 = (tmpvar_5 + (float( (abs((tmpvar_1.z / tmpvar_1.x)) > 1.0) ) * ( (tmpvar_5 * -2.0) + 1.570796))); tmpvar_3 = (tmpvar_5 * sign((tmpvar_1.z / tmpvar_1.x))); if ((abs(tmpvar_1.x) > (1e-8 * abs(tmpvar_1.z)))) { if ((tmpvar_1.x < 0.0)) { if ((tmpvar_1.z >= 0.0)) { tmpvar_3 += 3.141593; } else { tmpvar_3 = (tmpvar_3 - 3.141593); }; }; } else { tmpvar_3 = (sign(tmpvar_1.z) * 1.570796); }; vec2 tmpvar_6; tmpvar_6.x = tmpvar_3; tmpvar_6.y = (sign(tmpvar_1.y) * (1.570796 - ( sqrt((1.0 - abs(tmpvar_1.y))) * (1.570796 + (abs(tmpvar_1.y) * (-0.2146018 + ( abs(tmpvar_1.y) * (0.08656672 + (abs(tmpvar_1.y) * -0.03102955)) )))) ))); uv_2 = (tmpvar_6 * vec2(0.1591, 0.3183)); uv_2 = (uv_2 + 0.5); vec4 tmpvar_7; tmpvar_7.w = 1.0; tmpvar_7.xyz = texture (u_equirectangularMap, uv_2).xyz; FragColor = tmpvar_7; }