fs_mesh.sc 2.0 KB

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  1. $input v_normal
  2. /*
  3. * Copyright 2019 Attila Kocsis. All rights reserved.
  4. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
  5. */
  6. #include <bgfx_shader.sh>
  7. // this is from 28-wireframe/fs_wf_mesh.sc by Dario Manesku
  8. vec3 evalSh(vec3 _dir)
  9. {
  10. # define k01 0.2820947918 // sqrt( 1/PI)/2
  11. # define k02 0.4886025119 // sqrt( 3/PI)/2
  12. # define k03 1.0925484306 // sqrt(15/PI)/2
  13. # define k04 0.3153915652 // sqrt( 5/PI)/4
  14. # define k05 0.5462742153 // sqrt(15/PI)/4
  15. vec3 shEnv[9];
  16. shEnv[0] = vec3( 0.967757057878229854, 0.976516067990363390, 0.891218272348969998); /* Band 0 */
  17. shEnv[1] = vec3(-0.384163503608655643, -0.423492289131209787, -0.425532726148547868); /* Band 1 */
  18. shEnv[2] = vec3( 0.055906294587354334, 0.056627436881069373, 0.069969936396987467);
  19. shEnv[3] = vec3( 0.120985157386215209, 0.119297994074027414, 0.117111965829213599);
  20. shEnv[4] = vec3(-0.176711633774331106, -0.170331404095516392, -0.151345020570876621); /* Band 2 */
  21. shEnv[5] = vec3(-0.124682114349692147, -0.119340785411183953, -0.096300354204368860);
  22. shEnv[6] = vec3( 0.001852378550138503, -0.032592784164597745, -0.088204495001329680);
  23. shEnv[7] = vec3( 0.296365482782109446, 0.281268696656263029, 0.243328223888495510);
  24. shEnv[8] = vec3(-0.079826665303240341, -0.109340956251195970, -0.157208859664677764);
  25. vec3 nn = _dir.zxy;
  26. float sh[9];
  27. sh[0] = k01;
  28. sh[1] = -k02*nn.y;
  29. sh[2] = k02*nn.z;
  30. sh[3] = -k02*nn.x;
  31. sh[4] = k03*nn.y*nn.x;
  32. sh[5] = -k03*nn.y*nn.z;
  33. sh[6] = k04*(3.0*nn.z*nn.z-1.0);
  34. sh[7] = -k03*nn.x*nn.z;
  35. sh[8] = k05*(nn.x*nn.x-nn.y*nn.y);
  36. vec3 rgb = vec3_splat(0.0);
  37. rgb += shEnv[0] * sh[0] * 1.0;
  38. rgb += shEnv[1] * sh[1] * 2.0/2.5;
  39. rgb += shEnv[2] * sh[2] * 2.0/2.5;
  40. rgb += shEnv[3] * sh[3] * 2.0/2.5;
  41. rgb += shEnv[4] * sh[4] * 1.0/2.5;
  42. rgb += shEnv[5] * sh[5] * 0.5;
  43. rgb += shEnv[6] * sh[6] * 0.5;
  44. rgb += shEnv[7] * sh[7] * 0.5;
  45. rgb += shEnv[8] * sh[8] * 0.5;
  46. return rgb;
  47. }
  48. void main()
  49. {
  50. vec3 nn = normalize(v_normal);
  51. gl_FragColor.xyz = evalSh(nn);
  52. gl_FragColor.w = 1.0;
  53. }