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