From 0ca979ab32dee3d13bf4fed2298a4ce341d04a2c Mon Sep 17 00:00:00 2001 From: WestLangley Date: Wed, 5 Jul 2017 23:18:41 -0400 Subject: [PATCH] Correct equirectangular UV mapping formula --- src/renderers/shaders/ShaderChunk/lights_pars.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/renderers/shaders/ShaderChunk/lights_pars.glsl b/src/renderers/shaders/ShaderChunk/lights_pars.glsl index 6bb83b281e..aa6fbffe23 100644 --- a/src/renderers/shaders/ShaderChunk/lights_pars.glsl +++ b/src/renderers/shaders/ShaderChunk/lights_pars.glsl @@ -263,7 +263,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) { #elif defined( ENVMAP_TYPE_EQUIREC ) vec2 sampleUV; - sampleUV.y = saturate( reflectVec.y * 0.5 + 0.5 ); + sampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5; sampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5; #ifdef TEXTURE_LOD_EXT -- GitLab