#ifndef SH_LIGHTING_GLSL #define SH_LIGHTING_GLSL 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; } #endif