GLSL - draw image with equirectangular projectionHow to debug a GLSL shader?Using both phong and textures in glslpitch yaw roll, angle independencyCalculate distortion in equirectangular projection on a sphereWrite to texture GLSLHow to draw orthographic projection from equirectangular projectionSimple GLSL render chain doesn't draw reliablyOpenGL : Rotate using roll pitch and yaw valuesInterpolate Color in GLSL Raytracerhow to return the mask of sampled pixels
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GLSL - draw image with equirectangular projection
How to debug a GLSL shader?Using both phong and textures in glslpitch yaw roll, angle independencyCalculate distortion in equirectangular projection on a sphereWrite to texture GLSLHow to draw orthographic projection from equirectangular projectionSimple GLSL render chain doesn't draw reliablyOpenGL : Rotate using roll pitch and yaw valuesInterpolate Color in GLSL Raytracerhow to return the mask of sampled pixels
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;
I'm trying to add a "sticker" on an equirectangular image.
The parameters I have are the angle of the sticker (yaw, pitch, roll), and its size in pixels, and the equirectangular image size (always a 2:1 ratio).
Example with this sticker (don't mind the background) :
If we put the sticker at the bottom of the sphere, the shader should be able to get something like this :
opengl geometry glsl 360-degrees 360-virtual-reality
|
show 3 more comments
I'm trying to add a "sticker" on an equirectangular image.
The parameters I have are the angle of the sticker (yaw, pitch, roll), and its size in pixels, and the equirectangular image size (always a 2:1 ratio).
Example with this sticker (don't mind the background) :
If we put the sticker at the bottom of the sphere, the shader should be able to get something like this :
opengl geometry glsl 360-degrees 360-virtual-reality
2
I suggest using raytracing. If I understand the wikipedia page on equirectangular projection correctly, you can easily get ray directions from image coordinates (ray_yaw = x / image_w * 2 * pi
andray_pitch = (y + image_h/2) / image_h * pi
or something similar). Then for each ray you just need to find a point where (and if) it intersects your quad (the math should be relatively easy to google).
– HolyBlackCat
Mar 27 at 13:47
Shadertoy reference: shadertoy.com/view/MlfSz7
– Ramil Kudashev
Mar 28 at 9:33
@HolyBlackCat Thanks a lot I will have a look at ray tracing
– Xys
Mar 28 at 13:20
@mlkn Thanks this link is very interesting. In the shader you linked, the image "covers" all the sphere, do you know how I could place the image at a certain place on the sphere, not on the whole object ?
– Xys
Mar 28 at 13:23
when you know your sticker size and you want something simple you can experiment with texture projection on a sphere; created a little playground for experiment (hope it is useful) shadertoy.com/view/3dBSzy
– nabr
Apr 1 at 18:55
|
show 3 more comments
I'm trying to add a "sticker" on an equirectangular image.
The parameters I have are the angle of the sticker (yaw, pitch, roll), and its size in pixels, and the equirectangular image size (always a 2:1 ratio).
Example with this sticker (don't mind the background) :
If we put the sticker at the bottom of the sphere, the shader should be able to get something like this :
opengl geometry glsl 360-degrees 360-virtual-reality
I'm trying to add a "sticker" on an equirectangular image.
The parameters I have are the angle of the sticker (yaw, pitch, roll), and its size in pixels, and the equirectangular image size (always a 2:1 ratio).
Example with this sticker (don't mind the background) :
If we put the sticker at the bottom of the sphere, the shader should be able to get something like this :
opengl geometry glsl 360-degrees 360-virtual-reality
opengl geometry glsl 360-degrees 360-virtual-reality
edited Apr 2 at 16:32
Xys
asked Mar 27 at 12:29
XysXys
3583 silver badges20 bronze badges
3583 silver badges20 bronze badges
2
I suggest using raytracing. If I understand the wikipedia page on equirectangular projection correctly, you can easily get ray directions from image coordinates (ray_yaw = x / image_w * 2 * pi
andray_pitch = (y + image_h/2) / image_h * pi
or something similar). Then for each ray you just need to find a point where (and if) it intersects your quad (the math should be relatively easy to google).
– HolyBlackCat
Mar 27 at 13:47
Shadertoy reference: shadertoy.com/view/MlfSz7
– Ramil Kudashev
Mar 28 at 9:33
@HolyBlackCat Thanks a lot I will have a look at ray tracing
– Xys
Mar 28 at 13:20
@mlkn Thanks this link is very interesting. In the shader you linked, the image "covers" all the sphere, do you know how I could place the image at a certain place on the sphere, not on the whole object ?
– Xys
Mar 28 at 13:23
when you know your sticker size and you want something simple you can experiment with texture projection on a sphere; created a little playground for experiment (hope it is useful) shadertoy.com/view/3dBSzy
– nabr
Apr 1 at 18:55
|
show 3 more comments
2
I suggest using raytracing. If I understand the wikipedia page on equirectangular projection correctly, you can easily get ray directions from image coordinates (ray_yaw = x / image_w * 2 * pi
andray_pitch = (y + image_h/2) / image_h * pi
or something similar). Then for each ray you just need to find a point where (and if) it intersects your quad (the math should be relatively easy to google).
– HolyBlackCat
Mar 27 at 13:47
Shadertoy reference: shadertoy.com/view/MlfSz7
– Ramil Kudashev
Mar 28 at 9:33
@HolyBlackCat Thanks a lot I will have a look at ray tracing
– Xys
Mar 28 at 13:20
@mlkn Thanks this link is very interesting. In the shader you linked, the image "covers" all the sphere, do you know how I could place the image at a certain place on the sphere, not on the whole object ?
– Xys
Mar 28 at 13:23
when you know your sticker size and you want something simple you can experiment with texture projection on a sphere; created a little playground for experiment (hope it is useful) shadertoy.com/view/3dBSzy
– nabr
Apr 1 at 18:55
2
2
I suggest using raytracing. If I understand the wikipedia page on equirectangular projection correctly, you can easily get ray directions from image coordinates (
ray_yaw = x / image_w * 2 * pi
and ray_pitch = (y + image_h/2) / image_h * pi
or something similar). Then for each ray you just need to find a point where (and if) it intersects your quad (the math should be relatively easy to google).– HolyBlackCat
Mar 27 at 13:47
I suggest using raytracing. If I understand the wikipedia page on equirectangular projection correctly, you can easily get ray directions from image coordinates (
ray_yaw = x / image_w * 2 * pi
and ray_pitch = (y + image_h/2) / image_h * pi
or something similar). Then for each ray you just need to find a point where (and if) it intersects your quad (the math should be relatively easy to google).– HolyBlackCat
Mar 27 at 13:47
Shadertoy reference: shadertoy.com/view/MlfSz7
– Ramil Kudashev
Mar 28 at 9:33
Shadertoy reference: shadertoy.com/view/MlfSz7
– Ramil Kudashev
Mar 28 at 9:33
@HolyBlackCat Thanks a lot I will have a look at ray tracing
– Xys
Mar 28 at 13:20
@HolyBlackCat Thanks a lot I will have a look at ray tracing
– Xys
Mar 28 at 13:20
@mlkn Thanks this link is very interesting. In the shader you linked, the image "covers" all the sphere, do you know how I could place the image at a certain place on the sphere, not on the whole object ?
– Xys
Mar 28 at 13:23
@mlkn Thanks this link is very interesting. In the shader you linked, the image "covers" all the sphere, do you know how I could place the image at a certain place on the sphere, not on the whole object ?
– Xys
Mar 28 at 13:23
when you know your sticker size and you want something simple you can experiment with texture projection on a sphere; created a little playground for experiment (hope it is useful) shadertoy.com/view/3dBSzy
– nabr
Apr 1 at 18:55
when you know your sticker size and you want something simple you can experiment with texture projection on a sphere; created a little playground for experiment (hope it is useful) shadertoy.com/view/3dBSzy
– nabr
Apr 1 at 18:55
|
show 3 more comments
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I suggest using raytracing. If I understand the wikipedia page on equirectangular projection correctly, you can easily get ray directions from image coordinates (
ray_yaw = x / image_w * 2 * pi
andray_pitch = (y + image_h/2) / image_h * pi
or something similar). Then for each ray you just need to find a point where (and if) it intersects your quad (the math should be relatively easy to google).– HolyBlackCat
Mar 27 at 13:47
Shadertoy reference: shadertoy.com/view/MlfSz7
– Ramil Kudashev
Mar 28 at 9:33
@HolyBlackCat Thanks a lot I will have a look at ray tracing
– Xys
Mar 28 at 13:20
@mlkn Thanks this link is very interesting. In the shader you linked, the image "covers" all the sphere, do you know how I could place the image at a certain place on the sphere, not on the whole object ?
– Xys
Mar 28 at 13:23
when you know your sticker size and you want something simple you can experiment with texture projection on a sphere; created a little playground for experiment (hope it is useful) shadertoy.com/view/3dBSzy
– nabr
Apr 1 at 18:55