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/*
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
*/
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 color;
void main (void)
{
const float M_PI = 3.14159265358979323846;
// Both are unit vectors
vec3 v1;
vec3 v2 = vec3(1.0, 0.0, 0.0);
vec3 v3;
float theta = color.g * 2.0 * M_PI;
float phi = color.b * 2.0 * M_PI;
v1.x = cos(theta) * sin(phi);
v1.y = sin(theta) * sin(phi);
v1.z = cos(phi);
v3.x = v1.y * v2.z - v2.y * v1.z;
v3.y = v2.x * v1.z - v1.x * v2.z;
v3.z = v1.x * v2.y - v2.x * v1.y;
gl_FragColor = vec4((v3 + 1.0) / 2.0, 1.0);
}
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