uniform float blueLmn[9]; uniform float greenLmn[9]; uniform float redLmn[9]; uniform sampler2D ntex; uniform mat4 TransposeViewMatrix; #if __VERSION__ >= 130 in vec2 uv; out vec4 Diff; out vec4 Spec; #else varying vec2 uv; #define Diff gl_FragData[0] #define Spec gl_FragData[1] #endif vec3 DecodeNormal(vec2 n) { float z = dot(n, n) * 2. - 1.; vec2 xy = normalize(n) * sqrt(1. - z * z); return vec3(xy,z); } mat4 getMatrix(float L[9]) { float c1 = 0.429043, c2 = 0.511664, c3 = 0.743125, c4 = 0.886227, c5 = 0.247708; return mat4( c1 * L[8] /*L22*/, c1 * L[4] /*L2-2*/, c1 * L[7] /*L21*/, c2 * L[3] /*L11*/, c1 * L[4], - c1 * L[8], c1 * L[5] /*L2-1*/, c2 * L[1] /*L1-1*/, c1 * L[7], c1 * L[5], c3 * L[6] /*L20*/, c2 * L[2] /*L10*/, c2 * L[3], c2 * L[1], c2 * L[2], c4 * L[0] /*L00*/ - c5 * L[6] ); } void main(void) { vec3 normal = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.)); // Convert normal in world space (where SH coordinates were computed) vec4 extendednormal = TransposeViewMatrix * vec4(normal, 1.); extendednormal.w = 1.; mat4 rmat = getMatrix(redLmn); mat4 gmat = getMatrix(greenLmn); mat4 bmat = getMatrix(blueLmn); float r = dot(extendednormal, rmat * extendednormal); float g = dot(extendednormal, gmat * extendednormal); float b = dot(extendednormal, bmat * extendednormal); Diff = 0.25 * vec4(r, g, b, .1); Spec = vec4(0.); }