Fix equirect shader;
#include "lovr.glsl"
-layout(location = 0) in vec3 Direction;
-
vec4 lovrmain() {
- vec3 dir = normalize(Direction);
+ vec3 dir = normalize(Normal);
float phi = acos(dir.y);
float theta = atan(dir.x, -dir.z);
vec2 uv = vec2(.5 + theta / (2 * PI), phi / PI);
