fuckingtech/public/assets/glsl/lygia/lighting/sphericalHarmonics.hlsl
Elias Rhouzlane bf76c6b086 fix: code
2025-04-06 17:23:52 +02:00

54 lines
No EOL
1.7 KiB
HLSL

/*
contributors: Patricio Gonzalez Vivo
description: Return the spherical harmonic value facing a normal direction
use: sphericalHarmonics( <float3> normal)
options:
SPHERICALHARMONICS_BANDS: 2 for RaspberryPi and WebGL for the rest is 3
SCENE_SH_ARRAY: in GlslViewer is u_SH
license:
- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
*/
#ifndef SPHERICALHARMONICS_BANDS
#if defined(TARGET_MOBILE) || defined(PLATFORM_RPI) || defined(PLATFORM_WEBGL)
#define SPHERICALHARMONICS_BANDS 2
#else
#define SPHERICALHARMONICS_BANDS 3
#endif
#endif
// #ifndef SCENE_SH_ARRAY
// #define SCENE_SH_ARRAY u_SH
// #endif
#ifndef SPHERICALHARMONICS_TONEMAP
#define SPHERICALHARMONICS_TONEMAP
#endif
#ifndef FNC_SPHERICALHARMONICS
#define FNC_SPHERICALHARMONICS
float3 sphericalHarmonics(const float3 n) {
#ifdef SCENE_SH_ARRAY
return SPHERICALHARMONICS_TONEMAP ( max(
0.282095 * SCENE_SH_ARRAY[0]
#if SPHERICALHARMONICS_BANDS >= 2
+ -0.488603 * SCENE_SH_ARRAY[1] * (n.y)
+ 0.488603 * SCENE_SH_ARRAY[2] * (n.z)
+ -0.488603 * SCENE_SH_ARRAY[3] * (n.x)
#endif
#if SPHERICALHARMONICS_BANDS >= 3
+ 1.092548 * SCENE_SH_ARRAY[4] * (n.y * n.x)
+ -1.092548 * SCENE_SH_ARRAY[5] * (n.y * n.z)
+ 0.315392 * SCENE_SH_ARRAY[6] * (3.0 * n.z * n.z - 1.0)
+ -1.092548 * SCENE_SH_ARRAY[7] * (n.z * n.x)
+ 0.546274 * SCENE_SH_ARRAY[8] * (n.x * n.x - n.y * n.y)
#endif
, 0.0) );
#else
return float3(1.0, 1.0, 1.0);
#endif
}
#endif