#define BLINN vec3 spherical_harmonics(vec3 N, vec3 spherical_harmonics_coefs[STUDIOLIGHT_SPHERICAL_HARMONICS_MAX_COMPONENTS]) { vec3 sh = vec3(0.0); sh += 0.282095 * spherical_harmonics_coefs[0]; #if STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL > 0 sh += -0.488603 * N.z * spherical_harmonics_coefs[1]; sh += 0.488603 * N.y * spherical_harmonics_coefs[2]; sh += -0.488603 * N.x * spherical_harmonics_coefs[3]; #endif #if STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL > 1 sh += 1.092548 * N.x * N.z * spherical_harmonics_coefs[4]; sh += -1.092548 * N.z * N.y * spherical_harmonics_coefs[5]; sh += 0.315392 * (3.0 * N.y * N.y - 1.0) * spherical_harmonics_coefs[6]; sh += -1.092548 * N.x * N.y * spherical_harmonics_coefs[7]; sh += 0.546274 * (N.x * N.x - N.z * N.z) * spherical_harmonics_coefs[8]; #endif return sh; } vec3 get_world_diffuse_light(WorldData world_data, vec3 N) { return (spherical_harmonics(vec3(N.x, N.y, -N.z), world_data.spherical_harmonics_coefs)); } vec3 get_camera_diffuse_light(WorldData world_data, vec3 N) { return (spherical_harmonics(vec3(N.x, -N.z, -N.y), world_data.spherical_harmonics_coefs)); } /* N And I are in View Space. */ vec3 get_world_specular_light(vec4 specular_data, LightData light_data, vec3 N, vec3 I) { #ifdef V3D_SHADING_SPECULAR_HIGHLIGHT vec3 specular_light = specular_data.rgb * light_data.specular_color.rgb * light_data.specular_color.a; float shininess = exp2(10*(1.0-specular_data.a) + 1); # ifdef BLINN float normalization_factor = (shininess + 8) / (8 * M_PI); vec3 L = -light_data.light_direction_vs.xyz; vec3 halfDir = normalize(L + I); float specAngle = max(dot(halfDir, N), 0.0); float NL = max(dot(L, N), 0.0); float specular_influence = pow(specAngle, shininess) * NL * normalization_factor; # else vec3 reflection_vector = reflect(I, N); float specAngle = max(dot(light_data.light_direction_vs.xyz, reflection_vector), 0.0); float specular_influence = pow(specAngle, shininess); # endif vec3 specular_color = specular_light * specular_influence; #else /* V3D_SHADING_SPECULAR_HIGHLIGHT */ vec3 specular_color = vec3(0.0); #endif /* V3D_SHADING_SPECULAR_HIGHLIGHT */ return specular_color; } vec3 get_world_specular_lights(WorldData world_data, vec4 specular_data, vec3 N, vec3 I) { vec3 specular_light = vec3(0.0); specular_light += get_world_specular_light(specular_data, world_data.lights[0], N, I); for (int i = 0 ; i < world_data.num_lights ; i ++) { specular_light += get_world_specular_light(specular_data, world_data.lights[i], N, I); } return specular_light; }