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#version 440
layout(location = 0) in vec3 localPos;
layout(location = 0) out vec4 FragColor;
layout(binding = 1) uniform sampler2D environmentMap;
layout(std140, binding = 2) uniform buf2 {
int colorSpace;
} ubuf2;
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()
{
vec2 uv = sampleSphericalMap(normalize(localPos)); // make sure to normalize localPos
vec4 textureColor = texture(environmentMap, uv);
// sRGB to Linear
if (ubuf2.colorSpace == 1)
textureColor.rgb = textureColor.rgb * (textureColor.rgb * (textureColor.rgb * 0.305306011 + 0.682171111) + 0.012522878);
FragColor = textureColor;
}