/* 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 = normalize(vec3(1.0, 1.0, 1.0)); 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); gl_FragColor = vec4((faceforward(v1, v2, v1) + 1.0) / 2.0, 1.0); }