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Editorial Team
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Editorial Team
Asked: June 17, 20262026-06-17T13:59:10+00:00 2026-06-17T13:59:10+00:00

I want to view a flat fullscreen texture as it is spherical, by transforming

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I want to view a flat fullscreen texture as it is spherical, by transforming it in a postprocess shader.

I figure I have to apply a projectionmatrix to the texture coordinate in the shader.

I found this website: http://www.songho.ca/opengl/gl_projectionmatrix.html which learns me a lot about the inners of the projectionmatrix.

But how do I apply it? I thought I would have to multiply the third row of the projection matrix to the texture coordinate with a calculated z value added to make it spherical. My efforts don’t show any result though.

EDIT: I see the same issue here: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-April/009765.html

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  1. Editorial Team
    Editorial Team
    2026-06-17T13:59:12+00:00Added an answer on June 17, 2026 at 1:59 pm

    I think after you multiply text coords by projection matrix you have to make a perspective division and move from 3D to 2D (since the texture is 2D). This is the same as with shadow mapping.

    // in fragment shader:
    vec4 proj = uniformModelViewProjMatrix * tex_coords;
    proj.xyz /= proj.w;
    proj.xyz += vec3(1.0);
    proj.xyz *= 0.5;
    vec4 col = texture2D(sampler, proj.xy);
    

    or look at http://www.ozone3d.net/tutorials/glsl_texturing_p08.php (for texture2DProj)

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