Add existing to tracked
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+103
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uniform samplerCube u_radianceMap;
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in vec2 v_textureCoordinates;
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const float twoSqrtPi = 2.0 * sqrt(czm_pi);
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// Coutesy of https://www.ppsloan.org/publications/StupidSH36.pdf
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float computeShBasis(int index, vec3 s) {
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if (index == 0) { // l = 0, m = 0
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return 1.0 / twoSqrtPi;
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}
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if (index == 1) { // l = 1, m = -1
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return -sqrt(3.0) * s.y / twoSqrtPi;
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}
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if (index == 2) { // l = 1, m = 0
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return sqrt(3.0) * s.z / twoSqrtPi;
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}
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if (index == 3) { // l = 1, m = 1
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return -sqrt(3.0) * s.x / twoSqrtPi;
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}
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if (index == 4) { // l = 2, m = -2
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return sqrt(15.0) * s.y * s.x / twoSqrtPi;
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}
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if (index == 5) { // l = 2, m = -1
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return -sqrt(15.0) * s.y * s.z / twoSqrtPi;
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}
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if (index == 6) { // l = 2, m = 0
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return sqrt(5.0) * (3.0 * s.z * s.z - 1.0) / 2.0 / twoSqrtPi;
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}
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if (index == 7) { // l = 2, m = 1
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return -sqrt(15.0) * s.x * s.z / twoSqrtPi;
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}
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if (index == 8) { // l = 2, m = 2
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return sqrt(15.0) * (s.x * s.x - s.y * s.y) / 2.0 / twoSqrtPi;
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}
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return 0.0;
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}
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float vdcRadicalInverse(int i)
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{
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float r;
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float base = 2.0;
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float value = 0.0;
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float invBase = 1.0 / base;
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float invBi = invBase;
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for (int x = 0; x < 100; x++)
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{
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if (i <= 0)
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{
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break;
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}
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r = mod(float(i), base);
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value += r * invBi;
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invBi *= invBase;
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i = int(float(i) * invBase);
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}
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return value;
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}
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vec2 hammersley2D(int i, int N)
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{
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return vec2(float(i) / float(N), vdcRadicalInverse(i));
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}
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// Sample count is relatively low for the sake of performance, but should still be enough to capture directionality needed for third-order harmonics
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const int samples = 256;
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const float solidAngle = 1.0 / float(samples);
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void main() {
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// Get the current coefficient based on the uv
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vec2 uv = v_textureCoordinates.xy * 3.0;
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int coefficientIndex = int(floor(uv.y) * 3.0 + floor(uv.x));
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for (int i = 0; i < samples; ++i) {
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vec2 xi = hammersley2D(i, samples);
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float phi = czm_twoPi * xi.x;
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float cosTheta = 1.0 - 2.0 * sqrt(1.0 - xi.y * xi.y);
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float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
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vec3 direction = normalize(vec3(sinTheta * cos(phi), cosTheta, sinTheta * sin(phi)));
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// Generate the spherical harmonics basis from the direction
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float Ylm = computeShBasis(coefficientIndex, direction);
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vec3 lookupDirection = -direction.xyz;
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lookupDirection.z = -lookupDirection.z;
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vec4 color = czm_textureCube(u_radianceMap, lookupDirection, 0.0);
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// Use the relevant function for this coefficient
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out_FragColor += Ylm * color * solidAngle * sinTheta;
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}
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}
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