lygia
/space
/equirect2xyz
)equirect 2D projection to 3D vector
Dependencies:
Use:
<vec3> equirect2xyz(<vec2> uv)
#ifndef FNC_EQUIRECT2XYZ
#define FNC_EQUIRECT2XYZ
vec3 equirect2xyz(vec2 uv) {
float Phi = PI - uv.y * PI;
float Theta = uv.x * TWO_PI;
vec3 dir = vec3(cos(Theta), 0.0, sin(Theta));
dir.y = cos(Phi);//clamp(cos(Phi), MinCos, 1.0);
dir.xz *= sqrt(1.0 - dir.y * dir.y);
return dir;
}
#endif
Dependencies:
Use:
<float3> equirect2xyz(<float2> uv)
#ifndef FNC_EQUIRECT2XYZ
#define FNC_EQUIRECT2XYZ
float3 equirect2xyz(float2 uv) {
float Phi = PI - uv.y * PI;
float Theta = uv.x * TWO_PI;
float3 dir = float3(cos(Theta), 0.0, sin(Theta));
dir.y = cos(Phi);//clamp(cos(Phi), MinCos, 1.0);
dir.xz *= sqrt(1.0 - dir.y * dir.y);
return dir;
}
#endif
Dependencies:
Use:
<float3> equirect2xyz(<float2> uv)
#ifndef FNC_EQUIRECT2XYZ
#define FNC_EQUIRECT2XYZ
float3 equirect2xyz(float2 uv) {
float Phi = PI - uv.y * PI;
float Theta = uv.x * TWO_PI;
float3 dir = float3(cos(Theta), 0.0, sin(Theta));
dir.y = cos(Phi);//clamp(cos(Phi), MinCos, 1.0);
dir.xz *= sqrt(1.0 - dir.y * dir.y);
return dir;
}
#endif
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