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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
vec2 v1;
vec2 v2 = normalize(vec2(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);
vec2 result;
float eta = 0.5;
float k = 1.0 - eta * eta * (1.0 - dot(v1, v2) * dot(v1, v2));
if(k < 0.0)
result = vec2(0.0);
else
result = eta * v1 - (eta * dot(v1, v2) + sqrt(k)) * v2;
gl_FragColor = vec4((result + 1.0) / 2.0, 0.0, 1.0);
}
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