#version 330 core out vec4 FragColor; in vec3 WorldPos; uniform sampler2D equirectangularMap; const vec2 invAtan = vec2(0.1591, 0.3183); vec2 SampleSphericalMap(vec3 v) { vec2 uv = vec2(atan(v.z, v.x), asin(v.y)); uv *= invAtan; uv += 0.5; return uv; } void main() { vec2 uv = SampleSphericalMap(normalize(WorldPos)); vec3 color = texture(equirectangularMap, uv).rgb; // reinhard tone mapping vec3 mapped = color / (color + vec3(1.0)); // gamma correction //float gamma = 2.2; //mapped = pow(mapped, vec3(1.0 / gamma)); color = mapped; FragColor = vec4(color, 1.0); }