UNPKG

@woosh/meep-engine

Version:

Pure JavaScript game engine. Fully featured and production ready.

44 lines (36 loc) 1.63 kB
// language=GLSL export default ` #define RECIPROCAL_PI 0.318309886 vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) { // matrix is assumed to be orthogonal return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz ); } // source: https://graphics.stanford.edu/papers/envmap/envmap.pdf vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) { // normal is assumed to have unit length float x = normal.x, y = normal.y, z = normal.z; // band 0 vec3 result = shCoefficients[ 0 ] * 0.8862269254527579; // band 1 result -= shCoefficients[ 1 ] * 1.0233267079464885 * y; result += shCoefficients[ 2 ] * 1.0233267079464885 * z; result -= shCoefficients[ 3 ] * 1.0233267079464885 * x; // band 2 result += shCoefficients[ 4 ] * 0.8580855308097834 * x * y; result -= shCoefficients[ 5 ] * 0.8580855308097834 * y * z; result += shCoefficients[ 6 ] * ( 0.7431238683011272 * z * z - 0.24770795610037571 ); result -= shCoefficients[ 7 ] * 0.8580855308097834 * x * z; result += shCoefficients[ 8 ] * 0.4290427654048917 * ( x * x - y * y ); return result; } uniform vec3 sh[ 9 ]; // sh coefficients uniform float intensity; // light probe intensity varying vec3 vNormal; void main() { vec3 normal = normalize( vNormal ); vec3 worldNormal = normalize(inverseTransformDirection( normal, viewMatrix )); vec3 irradiance = shGetIrradianceAt( worldNormal, sh ); vec3 outgoingLight = 1.0 * irradiance * intensity; gl_FragColor = linearToOutputTexel( vec4( outgoingLight, 1.0 ) ); } `