4 #pragma MSP stage(fragment)
5 layout(location=0) out vec3 frag_color;
8 float azimuth = texcoord.x*2.0*PI;
9 float z = texcoord.y*2.0-1.0;
10 float r = sqrt(1.0-z*z);
11 vec3 look_dir = vec3(cos(azimuth)*r, sin(azimuth)*r, z);
12 frag_color = raymarch_path(view_height, look_dir).luminance;