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#ifdef DESC
[program]
type: graphics
vertex: main
fragment: main
[binding]
name: verts
rate: vertex
[attribute]
name: position
type: vec2
[attribute]
name: uv
type: vec2
[interpolator]
name: uv
type: vec2
[struct]
name: Config
[variable]
name: iview
type: mat4
[variable]
name: iprojection
type: mat4
[cbuffer]
name: config_buffer
type: Config
stage: fragment
[texture]
name: picture
stage: fragment
dimension: 2
[target]
name: colour
type: vec4
#endif
#ifdef VERTEX_SHADER
void main() {
interpolator.uv = uv;
gl_Position = vec4(position, 1.0, 1.0);
}
#endif
#ifdef FRAGMENT_SHADER
void main() {
float pi = 3.14159265358979323846;
vec2 uv = interpolator.uv;
vec4 ndc = vec4(uv * 2.0 - 1.0, -1.0, 1.0);
vec4 dir = config_buffer.iprojection * ndc;
dir.w = 0.0;
dir = config_buffer.iview * dir;
dir.xyz = normalize(dir.xyz);
uv = vec2(
0.5f + 0.5f * atan(dir.z, dir.x) / pi,
acos(dir.y) / pi
);
colour = texture(picture, uv);
}
#endif
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