lygia
/v1.1.6
/lighting
/sphericalHarmonics
)return the spherical harmonic value facing a normal direction
Use:
sphericalHarmonics( <vec3> normal)
#ifndef SPHERICALHARMONICS_BANDS
#if defined(PLATFORM_RPI)
#define SPHERICALHARMONICS_BANDS 1
#elif defined(TARGET_MOBILE) || 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
vec3 sphericalHarmonics(const vec3 sh[9], const in vec3 n) {
return SPHERICALHARMONICS_TONEMAP ( max(
0.282095 * sh[0]
#if SPHERICALHARMONICS_BANDS >= 2
+ -0.488603 * sh[1] * (n.y)
+ 0.488603 * sh[2] * (n.z)
+ -0.488603 * sh[3] * (n.x)
#endif
#if SPHERICALHARMONICS_BANDS >= 3
+ 1.092548 * sh[4] * (n.y * n.x)
+ -1.092548 * sh[5] * (n.y * n.z)
+ 0.315392 * sh[6] * (3.0 * n.z * n.z - 1.0)
+ -1.092548 * sh[7] * (n.z * n.x)
+ 0.546274 * sh[8] * (n.x * n.x - n.y * n.y)
#endif
, 0.0) );
}
vec3 sphericalHarmonics(const in vec3 n) {
#ifdef SCENE_SH_ARRAY
return sphericalHarmonics(SCENE_SH_ARRAY, n);
#else
return vec3(1.0);
#endif
}
#endif
Use:
sphericalHarmonics( <float3> normal)
#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
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