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@@ -2,7 +2,7 @@
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* @author Richard M. / https://github.com/richardmonette
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*/
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-THREE.EquiangularToCubeGenerator = function ( sourceTexture, resolution ) {
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+THREE.EquirectangularToCubeGenerator = function ( sourceTexture, resolution ) {
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this.sourceTexture = sourceTexture;
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this.resolution = resolution;
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@@ -36,9 +36,9 @@ THREE.EquiangularToCubeGenerator = function ( sourceTexture, resolution ) {
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};
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-THREE.EquiangularToCubeGenerator.prototype = {
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+THREE.EquirectangularToCubeGenerator.prototype = {
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- constructor: THREE.EquiangularToCubeGenerator,
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+ constructor: THREE.EquirectangularToCubeGenerator,
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update: function ( renderer ) {
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@@ -81,7 +81,7 @@ THREE.EquiangularToCubeGenerator.prototype = {
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varying vec3 localPosition;\n\
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uniform sampler2D equirectangularMap;\n\
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\n\
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- vec2 EquiangularSampleUV(vec3 v) {\n\
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+ vec2 EquirectangularSampleUV(vec3 v) {\n\
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vec2 uv = vec2(atan(v.z, v.x), asin(v.y));\n\
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uv *= vec2(0.1591, 0.3183); // inverse atan\n\
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uv += 0.5;\n\
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@@ -89,7 +89,7 @@ THREE.EquiangularToCubeGenerator.prototype = {
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}\n\
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\n\
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void main() {\n\
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- vec2 uv = EquiangularSampleUV(normalize(localPosition));\n\
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+ vec2 uv = EquirectangularSampleUV(normalize(localPosition));\n\
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vec3 color = texture2D(equirectangularMap, uv).rgb;\n\
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\n\
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gl_FragColor = vec4( color, 1.0 );\n\
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@@ -99,7 +99,7 @@ THREE.EquiangularToCubeGenerator.prototype = {
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} );
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- shaderMaterial.type = 'EquiangularToCubeGenerator';
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+ shaderMaterial.type = 'EquirectangularToCubeGenerator';
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return shaderMaterial;
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