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- #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;
- }
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