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- shader cartesianToSpherical (vector Vector = 0.0, output float Azimuth = 0.0, output float Inclination = M_PI_2, output float Radius = 1.0) {
- Radius = length(Vector);
- Azimuth = atan2(Vector[1], Vector[0]);
- Inclination = acos(Vector[2]);
- if(Radius != 0.0) {
- Inclination /= Radius;
- }
- }
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