/* 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); }