#version 330 core out vec4 FragColor; in vec3 color; in vec4 coefficent0; in vec4 coefficent1; in vec4 coefficent2; in vec4 coefficent3; in vec4 coefficent4; in vec4 coefficent5; in vec4 coefficent6; vec3 CalculateIrradiance() { vec3 nor = vec3(1,1,1); vec3 l00 = vec3(coefficent0.x, coefficent0.y, coefficent0.z); vec3 l1m1 = vec3(coefficent0.w, coefficent1.x, coefficent1.y); vec3 l10 = vec3(coefficent1.z, coefficent1.w, coefficent2.x); vec3 l11 = vec3(coefficent2.y, coefficent2.z, coefficent2.w); vec3 l2m2 = vec3(coefficent3.x, coefficent3.y, coefficent3.z); vec3 l2m1 = vec3(coefficent3.w, coefficent4.x, coefficent4.y); vec3 l20 = vec3(coefficent4.z, coefficent4.w, coefficent5.x); vec3 l21 = vec3(coefficent5.y, coefficent5.z, coefficent5.w); vec3 l22 = vec3(coefficent6.x, coefficent6.y, coefficent6.z); const float c1 = 0.429043; const float c2 = 0.511664; const float c3 = 0.743125; const float c4 = 0.886227; const float c5 = 0.247708; return (max( (c1 * l22 * (nor.x * nor.x - nor.y * nor.y) + c3 * l20 * nor.z * nor.z + c4 * l00 - c5 * l20 + 2.0 * c1 * l2m2 * nor.x * nor.y + 2.0 * c1 * l21 * nor.x * nor.z + 2.0 * c1 * l2m1 * nor.y * nor.z + 2.0 * c2 * l11 * nor.x + 2.0 * c2 * l1m1 * nor.y + 2.0 * c2 * l10 * nor.z), 0.0) ); } void main() { vec3 irr = CalculateIrradiance(); FragColor = vec4(irr, 1.0); }