65 lines
2.0 KiB
Python
65 lines
2.0 KiB
Python
$input v_normal
|
|
|
|
/*
|
|
* Copyright 2019 Attila Kocsis. All rights reserved.
|
|
* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
|
|
*/
|
|
|
|
#include <bgfx_shader.sh>
|
|
|
|
|
|
// this is from 28-wireframe/fs_wf_mesh.sc by Dario Manesku
|
|
vec3 evalSh(vec3 _dir)
|
|
{
|
|
# define k01 0.2820947918 // sqrt( 1/PI)/2
|
|
# define k02 0.4886025119 // sqrt( 3/PI)/2
|
|
# define k03 1.0925484306 // sqrt(15/PI)/2
|
|
# define k04 0.3153915652 // sqrt( 5/PI)/4
|
|
# define k05 0.5462742153 // sqrt(15/PI)/4
|
|
|
|
vec3 shEnv[9];
|
|
shEnv[0] = vec3( 0.967757057878229854, 0.976516067990363390, 0.891218272348969998); /* Band 0 */
|
|
shEnv[1] = vec3(-0.384163503608655643, -0.423492289131209787, -0.425532726148547868); /* Band 1 */
|
|
shEnv[2] = vec3( 0.055906294587354334, 0.056627436881069373, 0.069969936396987467);
|
|
shEnv[3] = vec3( 0.120985157386215209, 0.119297994074027414, 0.117111965829213599);
|
|
shEnv[4] = vec3(-0.176711633774331106, -0.170331404095516392, -0.151345020570876621); /* Band 2 */
|
|
shEnv[5] = vec3(-0.124682114349692147, -0.119340785411183953, -0.096300354204368860);
|
|
shEnv[6] = vec3( 0.001852378550138503, -0.032592784164597745, -0.088204495001329680);
|
|
shEnv[7] = vec3( 0.296365482782109446, 0.281268696656263029, 0.243328223888495510);
|
|
shEnv[8] = vec3(-0.079826665303240341, -0.109340956251195970, -0.157208859664677764);
|
|
|
|
vec3 nn = _dir.zxy;
|
|
|
|
float sh[9];
|
|
sh[0] = k01;
|
|
sh[1] = -k02*nn.y;
|
|
sh[2] = k02*nn.z;
|
|
sh[3] = -k02*nn.x;
|
|
sh[4] = k03*nn.y*nn.x;
|
|
sh[5] = -k03*nn.y*nn.z;
|
|
sh[6] = k04*(3.0*nn.z*nn.z-1.0);
|
|
sh[7] = -k03*nn.x*nn.z;
|
|
sh[8] = k05*(nn.x*nn.x-nn.y*nn.y);
|
|
|
|
vec3 rgb = vec3_splat(0.0);
|
|
rgb += shEnv[0] * sh[0] * 1.0;
|
|
rgb += shEnv[1] * sh[1] * 2.0/2.5;
|
|
rgb += shEnv[2] * sh[2] * 2.0/2.5;
|
|
rgb += shEnv[3] * sh[3] * 2.0/2.5;
|
|
rgb += shEnv[4] * sh[4] * 1.0/2.5;
|
|
rgb += shEnv[5] * sh[5] * 0.5;
|
|
rgb += shEnv[6] * sh[6] * 0.5;
|
|
rgb += shEnv[7] * sh[7] * 0.5;
|
|
rgb += shEnv[8] * sh[8] * 0.5;
|
|
|
|
return rgb;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec3 nn = normalize(v_normal);
|
|
|
|
gl_FragColor.xyz = evalSh(nn);
|
|
gl_FragColor.w = 1.0;
|
|
}
|