$input v_view, v_bc, v_normal /* * Copyright 2016 Dario Manesku. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "../common/common.sh" #include "uniforms.sh" const vec3 shEnv[9] = vec3[9](vec3( 0.967757057878229854, 0.976516067990363390, 0.891218272348969998) /* Band 0 */ , vec3(-0.384163503608655643, -0.423492289131209787, -0.425532726148547868) /* Band 1 */ , vec3( 0.055906294587354334, 0.056627436881069373, 0.069969936396987467) , vec3( 0.120985157386215209, 0.119297994074027414, 0.117111965829213599) , vec3(-0.176711633774331106, -0.170331404095516392, -0.151345020570876621) /* Band 2 */ , vec3(-0.124682114349692147, -0.119340785411183953, -0.096300354204368860) , vec3( 0.001852378550138503, -0.032592784164597745, -0.088204495001329680) , vec3( 0.296365482782109446, 0.281268696656263029, 0.243328223888495510) , vec3(-0.079826665303240341, -0.109340956251195970, -0.157208859664677764) ); vec3 evalSh(vec3 _dir) { # define k01 0.2820947918 // sqrt( 1/PI)/2 # define k02 0.4886025119 // sqrt( 3/PI)/2 # define k03 1.0925484306 // sqrt(15/PI)/2 # define k04 0.3153915652 // sqrt( 5/PI)/4 # define k05 0.5462742153 // sqrt(15/PI)/4 vec3 nn = _dir.zxy; float sh[9]; sh[0] = k01; sh[1] = -k02*nn.y; sh[2] = k02*nn.z; sh[3] = -k02*nn.x; sh[4] = k03*nn.y*nn.x; sh[5] = -k03*nn.y*nn.z; sh[6] = k04*(3.0*nn.z*nn.z-1.0); sh[7] = -k03*nn.x*nn.z; sh[8] = k05*(nn.x*nn.x-nn.y*nn.y); vec3 rgb = vec3_splat(0.0); rgb += shEnv[0] * sh[0] * 1.0; rgb += shEnv[1] * sh[1] * 2.0/2.5; rgb += shEnv[2] * sh[2] * 2.0/2.5; rgb += shEnv[3] * sh[3] * 2.0/2.5; rgb += shEnv[4] * sh[4] * 1.0/2.5; rgb += shEnv[5] * sh[5] * 0.5; rgb += shEnv[6] * sh[6] * 0.5; rgb += shEnv[7] * sh[7] * 0.5; rgb += shEnv[8] * sh[8] * 0.5; return rgb; } void main() { vec3 nn = normalize(v_normal); vec3 col = evalSh(nn); if (0.0 != u_drawEdges) { vec3 wfColor = u_wfColor; float wfOpacity = u_wfOpacity; float thickness = u_wfThickness; vec3 fw = abs(dFdx(v_bc)) + abs(dFdy(v_bc)); vec3 val = smoothstep(vec3_splat(0.0), vec3_splat(fw*thickness), v_bc); float edge = min(min(val.x, val.y), val.z); // Gets to 0.0 when close to edges. vec3 edgeCol = mix(col, wfColor, wfOpacity); col = mix(edgeCol, col, edge); } gl_FragColor.xyz = col; gl_FragColor.w = 1.0; }