#version 330
							 | 
						|
								
							 | 
						|
								// Input vertex attributes (from vertex shader)
							 | 
						|
								in vec3 fragPosition;
							 | 
						|
								
							 | 
						|
								// Input uniform values
							 | 
						|
								uniform sampler2D equirectangularMap;
							 | 
						|
								
							 | 
						|
								// Output fragment color
							 | 
						|
								out vec4 finalColor;
							 | 
						|
								
							 | 
						|
								vec2 SampleSphericalMap(vec3 v)
							 | 
						|
								{
							 | 
						|
								    vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
							 | 
						|
								    uv *= vec2(0.1591, 0.3183);
							 | 
						|
								    uv += 0.5;
							 | 
						|
								    return uv;
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								void main()
							 | 
						|
								{
							 | 
						|
								    // Normalize local position
							 | 
						|
								    vec2 uv = SampleSphericalMap(normalize(fragPosition));
							 | 
						|
								
							 | 
						|
								    // Fetch color from texture map
							 | 
						|
								    vec3 color = texture(equirectangularMap, uv).rgb;
							 | 
						|
								
							 | 
						|
								    // Calculate final fragment color
							 | 
						|
								    finalColor = vec4(color, 1.0);
							 | 
						|
								}
							 |