import flat_effect; import _sky; #pragma MSP stage(fragment) layout(location=0) out vec3 frag_color; void main() { float azimuth = texcoord.x*2.0*PI; float z = texcoord.y*2.0-1.0; float r = sqrt(1.0-z*z); vec3 look_dir = vec3(cos(azimuth)*r, sin(azimuth)*r, z); frag_color = raymarch_path(view_height, look_dir).luminance; }