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@@ -37,17 +37,14 @@
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vec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );
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vec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );
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#elif defined( ENVMAP_TYPE_EQUIREC )
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#elif defined( ENVMAP_TYPE_EQUIREC )
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- // #ifdef DOUBLE_SIDED
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-
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- // float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );
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vec2 sampleUV;
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vec2 sampleUV;
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- sampleUV.y = clamp( flipNormal * reflectVec.y * 0.5 + 0.5, 0.0, 1.0);
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- sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * 0.15915494309189533576888376337251 + 0.5; // reciprocal( 2 PI ) + 0.5
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- vec4 envColor = texture2D( envMap, sampleUV );
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- #elif defined( ENVMAP_TYPE_SPHERE )
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-
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- vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));
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- vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );
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+ sampleUV.y = clamp( flipNormal * reflectVec.y * 0.5 + 0.5, 0.0, 1.0);
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+ sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * 0.15915494309189533576888376337251 + 0.5; // reciprocal( 2 PI ) + 0.5
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+ vec4 envColor = texture2D( envMap, sampleUV );
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+
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+ #elif defined( ENVMAP_TYPE_SPHERE )
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+ vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));
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+ vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );
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#endif
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#endif
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#ifdef GAMMA_INPUT
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#ifdef GAMMA_INPUT
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