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Dome Camera (azimuthal equidistant projection)


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I want to build a dome camera lens shader (like the one in vray). So I looked into the domemaster projection and it's supposedly an azimuthal equidistant projection. I found a formula here to convert from lat/long coordinates to x/y values: 



q = (PI/2) - latitude 

x = q * sin(longitude) 

y = q * cos(longitude) 


Since x and y are given as a lens shader parameter, I'm interested in the latitude and longitude and thus I want to reverse this formula. However I get stuck when I want to solve for latitude or longitude because it always requires the other angle. Any ideas?


Thanks a lot!




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