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- /**
- * Computes a color from the third order spherical harmonic coefficients and a normalized direction vector.
- * <p>
- * The order of the coefficients is [L00, L1_1, L10, L11, L2_2, L2_1, L20, L21, L22].
- * </p>
- *
- * @name czm_sphericalHarmonics
- * @glslFunction
- *
- * @param {vec3} normal The normalized direction.
- * @param {vec3[9]} coefficients The third order spherical harmonic coefficients.
- * @returns {vec3} The color at the direction.
- *
- * @see https://graphics.stanford.edu/papers/envmap/envmap.pdf
- */
- vec3 czm_sphericalHarmonics(vec3 normal, vec3 coefficients[9])
- {
- const float c1 = 0.429043;
- const float c2 = 0.511664;
- const float c3 = 0.743125;
- const float c4 = 0.886227;
- const float c5 = 0.247708;
- vec3 L00 = coefficients[0];
- vec3 L1_1 = coefficients[1];
- vec3 L10 = coefficients[2];
- vec3 L11 = coefficients[3];
- vec3 L2_2 = coefficients[4];
- vec3 L2_1 = coefficients[5];
- vec3 L20 = coefficients[6];
- vec3 L21 = coefficients[7];
- vec3 L22 = coefficients[8];
- float x = normal.x;
- float y = normal.y;
- float z = normal.z;
- return c1 * L22 * (x * x - y * y) + c3 * L20 * z * z + c4 * L00 - c5 * L20 +
- 2.0 * c1 * (L2_2 * x * y + L21 * x * z + L2_1 * y * z) +
- 2.0 * c2 * (L11 * x + L1_1 * y + L10 * z);
- }
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