uniform samplerCube u_radianceMap; in vec2 v_textureCoordinates; const float twoSqrtPi = 2.0 * sqrt(czm_pi); // Coutesy of https://www.ppsloan.org/publications/StupidSH36.pdf float computeShBasis(int index, vec3 s) { if (index == 0) { // l = 0, m = 0 return 1.0 / twoSqrtPi; } if (index == 1) { // l = 1, m = -1 return -sqrt(3.0) * s.y / twoSqrtPi; } if (index == 2) { // l = 1, m = 0 return sqrt(3.0) * s.z / twoSqrtPi; } if (index == 3) { // l = 1, m = 1 return -sqrt(3.0) * s.x / twoSqrtPi; } if (index == 4) { // l = 2, m = -2 return sqrt(15.0) * s.y * s.x / twoSqrtPi; } if (index == 5) { // l = 2, m = -1 return -sqrt(15.0) * s.y * s.z / twoSqrtPi; } if (index == 6) { // l = 2, m = 0 return sqrt(5.0) * (3.0 * s.z * s.z - 1.0) / 2.0 / twoSqrtPi; } if (index == 7) { // l = 2, m = 1 return -sqrt(15.0) * s.x * s.z / twoSqrtPi; } if (index == 8) { // l = 2, m = 2 return sqrt(15.0) * (s.x * s.x - s.y * s.y) / 2.0 / twoSqrtPi; } return 0.0; } float vdcRadicalInverse(int i) { float r; float base = 2.0; float value = 0.0; float invBase = 1.0 / base; float invBi = invBase; for (int x = 0; x < 100; x++) { if (i <= 0) { break; } r = mod(float(i), base); value += r * invBi; invBi *= invBase; i = int(float(i) * invBase); } return value; } vec2 hammersley2D(int i, int N) { return vec2(float(i) / float(N), vdcRadicalInverse(i)); } // Sample count is relatively low for the sake of performance, but should still be enough to capture directionality needed for third-order harmonics const int samples = 256; const float solidAngle = 1.0 / float(samples); void main() { // Get the current coefficient based on the uv vec2 uv = v_textureCoordinates.xy * 3.0; int coefficientIndex = int(floor(uv.y) * 3.0 + floor(uv.x)); for (int i = 0; i < samples; ++i) { vec2 xi = hammersley2D(i, samples); float phi = czm_twoPi * xi.x; float cosTheta = 1.0 - 2.0 * sqrt(1.0 - xi.y * xi.y); float sinTheta = sqrt(1.0 - cosTheta * cosTheta); vec3 direction = normalize(vec3(sinTheta * cos(phi), cosTheta, sinTheta * sin(phi))); // Generate the spherical harmonics basis from the direction float Ylm = computeShBasis(coefficientIndex, direction); vec3 lookupDirection = -direction.xyz; lookupDirection.z = -lookupDirection.z; vec4 color = czm_textureCube(u_radianceMap, lookupDirection, 0.0); // Use the relevant function for this coefficient out_FragColor += Ylm * color * solidAngle * sinTheta; } }