| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103 |
- uniform samplerCube u_radianceMap;
-
- in vec2 v_textureCoordinates;
-
-
- const float twoSqrtPi = 2.0 * sqrt(czm_pi);
-
- // Coutesy of https://www.ppsloan.org/publications/StupidSH36.pdf
- float computeShBasis(int index, vec3 s) {
- if (index == 0) { // l = 0, m = 0
- return 1.0 / twoSqrtPi;
- }
-
- if (index == 1) { // l = 1, m = -1
- return -sqrt(3.0) * s.y / twoSqrtPi;
- }
-
- if (index == 2) { // l = 1, m = 0
- return sqrt(3.0) * s.z / twoSqrtPi;
- }
-
- if (index == 3) { // l = 1, m = 1
- return -sqrt(3.0) * s.x / twoSqrtPi;
- }
-
- if (index == 4) { // l = 2, m = -2
- return sqrt(15.0) * s.y * s.x / twoSqrtPi;
- }
-
- if (index == 5) { // l = 2, m = -1
- return -sqrt(15.0) * s.y * s.z / twoSqrtPi;
- }
-
- if (index == 6) { // l = 2, m = 0
- return sqrt(5.0) * (3.0 * s.z * s.z - 1.0) / 2.0 / twoSqrtPi;
- }
-
- if (index == 7) { // l = 2, m = 1
- return -sqrt(15.0) * s.x * s.z / twoSqrtPi;
- }
-
- if (index == 8) { // l = 2, m = 2
- return sqrt(15.0) * (s.x * s.x - s.y * s.y) / 2.0 / twoSqrtPi;
- }
-
- return 0.0;
- }
-
- float vdcRadicalInverse(int i)
- {
- float r;
- float base = 2.0;
- float value = 0.0;
- float invBase = 1.0 / base;
- float invBi = invBase;
- for (int x = 0; x < 100; x++)
- {
- if (i <= 0)
- {
- break;
- }
- r = mod(float(i), base);
- value += r * invBi;
- invBi *= invBase;
- i = int(float(i) * invBase);
- }
- return value;
- }
-
- vec2 hammersley2D(int i, int N)
- {
- return vec2(float(i) / float(N), vdcRadicalInverse(i));
- }
-
- // Sample count is relatively low for the sake of performance, but should still be enough to capture directionality needed for third-order harmonics
- const int samples = 256;
- const float solidAngle = 1.0 / float(samples);
-
- void main() {
- // Get the current coefficient based on the uv
- vec2 uv = v_textureCoordinates.xy * 3.0;
- int coefficientIndex = int(floor(uv.y) * 3.0 + floor(uv.x));
-
- for (int i = 0; i < samples; ++i) {
- vec2 xi = hammersley2D(i, samples);
- float phi = czm_twoPi * xi.x;
- float cosTheta = 1.0 - 2.0 * sqrt(1.0 - xi.y * xi.y);
- float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
- vec3 direction = normalize(vec3(sinTheta * cos(phi), cosTheta, sinTheta * sin(phi)));
-
- // Generate the spherical harmonics basis from the direction
- float Ylm = computeShBasis(coefficientIndex, direction);
-
- vec3 lookupDirection = -direction.xyz;
- lookupDirection.z = -lookupDirection.z;
-
- vec4 color = czm_textureCube(u_radianceMap, lookupDirection, 0.0);
-
- // Use the relevant function for this coefficient
- out_FragColor += Ylm * color * solidAngle * sinTheta;
- }
-
- }
|