#version 330 core out vec4 fragColor; in vec3 rayDir; uniform sampler2D sky_view_lut; const float PI = 3.141592653; void main() { float azimuth = atan(rayDir.y, rayDir.x) / PI * 0.5 + 0.5; // Undo the non-linear transformation from the sky-view LUT float l = asin(rayDir.z); float elev = sqrt(abs(l) / (PI * 0.5)) * sign(l) * 0.5 + 0.5; vec3 color = texture(sky_view_lut, vec2(azimuth, elev)).rgb; fragColor = vec4(color, 1.0); }