/* A panorama camera implementing a full cubemap projection. */ shader camera(output point position = 0.0, output vector direction = 0.0, output color throughput = 1.0) { vector st = camera_shader_raster_position() * vector(4, 3, 0); float s = fmod(st.x, 1.0) - 0.5; float t = fmod(st.y, 1.0) - 0.5; int s_face = int(floor(st.x)); int t_face = int(floor(st.y)); if (s_face == 0 && t_face == 1) { /* Left face. */ direction = normalize(vector(-0.5, t, s)); } else if (s_face == 1 && t_face == 1) { /* Front face. */ direction = normalize(vector(s, t, 0.5)); } else if (s_face == 2 && t_face == 1) { /* Right face. */ direction = normalize(vector(0.5, t, -s)); } else if (s_face == 3 && t_face == 1) { /* Back face. */ direction = normalize(vector(-s, t, -0.5)); } else if (s_face == 1 && t_face == 2) { /* Top face. */ direction = normalize(vector(s, 0.5, -t)); } else if (s_face == 1 && t_face == 0) { /* Bottom face. */ direction = normalize(vector(s, -0.5, t)); } else { /* Outside cube map. */ throughput = color(0.0); } }