+#version 330
+
+in vec3 localPos;
+out vec4 fragColor;
+
+uniform sampler2D equirectangularMap;
+
+const vec2 invAtan = vec2(0.1591, 0.3183);
+
+vec2 sampleSphericalMap(vec3 v) {
+ vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
+ uv *= invAtan;
+ return uv + 0.5;
+}
+
+void main() {
+ vec2 uv = sampleSphericalMap(normalize(localPos));
+ fragColor = vec4(texture(equirectangularMap, uv).rgb, 1.f);
+}