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For people who come here from Google (like me), the shader version is: fract (tex_coord.st) this will loop coordinates in range 0.0 - 1.0


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You would have to render your scene into a cube map, then render a quad. The texture coordinates would then translate directly to longitude/latitude you can use to calculate the vector to use for sampling the cube map. For equirectangular projection: lon = u*2*pi lat = (v*2-1)*2*pi x = cos(lon)*cos(lat) y = sin(lon)*cos(lat) z = sin(lat) Where u/v are ...


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Ok, I've finally figured it out. After some digging through the OpenGL 4.4 Core Specification, I found this paragraph regarding glGetProgramResourceiv : For the property MATRIX_STRIDE, a single integer identifying the stride between columns of a column-major matrix or rows of a row-major matrix is written to params. For active variables declared a single ...


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No, but OpenGL might ;) The base Vulkan specification only supports SPIR-V. However, Vulkan does allow for vendor extensions. And NVIDIA is already on-record on this matter; they will be providing a Vulkan extension to be able to shove GLSL into their Vulkan implementation. That shouldn't be taken to mean everyone else will. However, let's not forget that ...



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