Описание
# 360 FOV
Minecraft mod that extends the FOV range from **110° to 400°** using a combination of projection techniques.
## Preview
## How it works
The mod renders the surrounding world into a six-face cubemap and reprojects it in a single shader pass.
Different projections are blended together as the FOV increases:
| FOV | Projection |
| ----------: | ------------------------------------------------------------- |
| `< 90°` | Rectilinear |
| `90°–160°` | Rectilinear → Panini/stereographic hybrid |
| `160°–220°` | Panini/stereographic hybrid → Fisheye (azimuthal equidistant) |
| `220°–300°` | Fisheye → Mercator |
| `300°–340°` | Mercator |
| `340°–360°` | Mercator → Equirectangular |
| `360°+` | Equirectangular |
At **360°**, the entire sphere is visible. Above 360°, the view wraps around.
## Usage
The mod uses the vanilla FOV slider. Set the FOV in **Video Settings** and the projection will update automatically.
## Configuration
The configuration file is created at `config/fov360.json` on first launch.
Changes require a restart.
| Key | Default | Description |
| ---------------------- | :-----: | ------------------------------------------------------------------------------------------------------------------------------------------------- |
| `splitScreen` | `false` | Splits the window into forward and rear halves, each using the full FOV. Intended for two monitors at 180° to create a seamless full-sphere view. |
| `invertSplitScreen` | `false` | Swaps the forward/rear halves and the side on which the GUI is displayed. |
| `faceSizeCap` | `2048` | Maximum resolution of each cubemap face. Higher values improve quality at high FOVs but increase VRAM usage. Range: `256–4096`. |
| `lowResTopBottomFaces` | `false` | Uses lower resolution for the top and bottom capture faces, except for the face currently being viewed. |
| `antialiasSamples` | `4` | Supersampling used during reprojection. Valid values: `1`, `2`, or `4`. |
## Known issues
* **FOV mismatch:** Minecraft's FOV slider represents vertical FOV, while the projection shader uses horizontal FOV. The resulting angular range therefore varies with the aspect ratio and projection being used.
* **Performance:** The surround view can require up to six world render passes per frame instead of one.
* **Rendering edge cases:** Billboard and particle rendering, shader mod compatibility, and some corner geometry have not been fully tested.
## Attribution
Projection math is ported from [Flex FOV](https://github.com/shaunlebron/flex-fov) by Shaun LeBron, which is itself a fork of [Render360](https://github.com/18107/MC-Render360) by 18107.
## License
[GNU Affero General Public License v3.0 or later](https://www.gnu.org/licenses/agpl-3.0.html)
## Bugs and contact
Contact ```@xpncvr``` on discord if you want to report a bug or feature