/** * Approximately computes spherical coordinates given a normal. * Uses approximate inverse trigonometry for speed and consistency, * since inverse trigonometry can differ from vendor-to-vendor and when compared with the CPU. * * @name czm_approximateSphericalCoordinates * @glslFunction * * @param {vec3} normal arbitrary-length normal. * * @returns {vec2} Approximate latitude and longitude spherical coordinates. */ vec2 czm_approximateSphericalCoordinates(vec3 normal) { // Project into plane with vertical for latitude float latitudeApproximation = czm_fastApproximateAtan(sqrt(normal.x * normal.x + normal.y * normal.y), normal.z); float longitudeApproximation = czm_fastApproximateAtan(normal.x, normal.y); return vec2(latitudeApproximation, longitudeApproximation); }