v4k-git-backup/engine/art/shaderlib/sh_lighting.glsl

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#ifndef SH_LIGHTING_GLSL
#define SH_LIGHTING_GLSL
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vec3 sh_lighting(vec3 n) {
vec3 SHLightResult[9];
SHLightResult[0] = 0.282095f * u_coefficients_sh[0];
SHLightResult[1] = -0.488603f * u_coefficients_sh[1] * n.y;
SHLightResult[2] = 0.488603f * u_coefficients_sh[2] * n.z;
SHLightResult[3] = -0.488603f * u_coefficients_sh[3] * n.x;
SHLightResult[4] = 1.092548f * u_coefficients_sh[4] * n.x * n.y;
SHLightResult[5] = -1.092548f * u_coefficients_sh[5] * n.y * n.z;
SHLightResult[6] = 0.315392f * u_coefficients_sh[6] * (3.0f * n.z * n.z - 1.0f);
SHLightResult[7] = -1.092548f * u_coefficients_sh[7] * n.x * n.z;
SHLightResult[8] = 0.546274f * u_coefficients_sh[8] * (n.x * n.x - n.y * n.y);
vec3 result = vec3(0.0);
for (int i = 0; i < 9; ++i)
result += SHLightResult[i];
return result;
}
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#endif