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#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
void node_tex_environment_equirectangular(vec3 co, out vec3 uv)
{
vec3 nco = normalize(co);
uv.x = -atan(nco.y, nco.x) / (2.0 * M_PI) + 0.5;
uv.y = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5;
}
void node_tex_environment_mirror_ball(vec3 co, out vec3 uv)
{
vec3 nco = normalize(co);
nco.y -= 1.0;
float div = 2.0 * sqrt(max(-0.5 * nco.y, 0.0));
nco /= max(1e-8, div);
uv = 0.5 * nco.xzz + 0.5;
}
void node_tex_environment_empty(vec3 co, out vec4 color)
{
color = vec4(1.0, 0.0, 1.0, 1.0);
}
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