#version 330 layout (location = 0) in vec3 a_Position; layout (location = 1) in vec3 a_Normal; layout (location = 2) in vec2 a_TextureCoord; layout (location = 3) in vec3 a_Tangent; layout (location = 4) in vec3 a_Bitangent; layout (location = 5) in vec3 a_PRT1; layout (location = 6) in vec3 a_PRT2; layout (location = 7) in vec3 a_PRT3; out VertexData { vec3 Position; vec3 Depth; vec3 ModelNormal; vec2 Texcoord; vec3 Tangent; vec3 Bitangent; vec3 PRT1; vec3 PRT2; vec3 PRT3; } VertexOut; uniform mat3 RotMat; uniform mat4 NormMat; uniform mat4 ModelMat; uniform mat4 PerspMat; float s_c3 = 0.94617469575; // (3*sqrt(5))/(4*sqrt(pi)) float s_c4 = -0.31539156525;// (-sqrt(5))/(4*sqrt(pi)) float s_c5 = 0.54627421529; // (sqrt(15))/(4*sqrt(pi)) float s_c_scale = 1.0/0.91529123286551084; float s_c_scale_inv = 0.91529123286551084; float s_rc2 = 1.5853309190550713*s_c_scale; float s_c4_div_c3 = s_c4/s_c3; float s_c4_div_c3_x2 = (s_c4/s_c3)*2.0; float s_scale_dst2 = s_c3 * s_c_scale_inv; float s_scale_dst4 = s_c5 * s_c_scale_inv; void OptRotateBand0(float x[1], mat3 R, out float dst[1]) { dst[0] = x[0]; } // 9 multiplies void OptRotateBand1(float x[3], mat3 R, out float dst[3]) { // derived from SlowRotateBand1 dst[0] = ( R[1][1])*x[0] + (-R[1][2])*x[1] + ( R[1][0])*x[2]; dst[1] = (-R[2][1])*x[0] + ( R[2][2])*x[1] + (-R[2][0])*x[2]; dst[2] = ( R[0][1])*x[0] + (-R[0][2])*x[1] + ( R[0][0])*x[2]; } // 48 multiplies void OptRotateBand2(float x[5], mat3 R, out float dst[5]) { // Sparse matrix multiply float sh0 = x[3] + x[4] + x[4] - x[1]; float sh1 = x[0] + s_rc2*x[2] + x[3] + x[4]; float sh2 = x[0]; float sh3 = -x[3]; float sh4 = -x[1]; // Rotations. R0 and R1 just use the raw matrix columns float r2x = R[0][0] + R[0][1]; float r2y = R[1][0] + R[1][1]; float r2z = R[2][0] + R[2][1]; float r3x = R[0][0] + R[0][2]; float r3y = R[1][0] + R[1][2]; float r3z = R[2][0] + R[2][2]; float r4x = R[0][1] + R[0][2]; float r4y = R[1][1] + R[1][2]; float r4z = R[2][1] + R[2][2]; // dense matrix multiplication one column at a time // column 0 float sh0_x = sh0 * R[0][0]; float sh0_y = sh0 * R[1][0]; float d0 = sh0_x * R[1][0]; float d1 = sh0_y * R[2][0]; float d2 = sh0 * (R[2][0] * R[2][0] + s_c4_div_c3); float d3 = sh0_x * R[2][0]; float d4 = sh0_x * R[0][0] - sh0_y * R[1][0]; // column 1 float sh1_x = sh1 * R[0][2]; float sh1_y = sh1 * R[1][2]; d0 += sh1_x * R[1][2]; d1 += sh1_y * R[2][2]; d2 += sh1 * (R[2][2] * R[2][2] + s_c4_div_c3); d3 += sh1_x * R[2][2]; d4 += sh1_x * R[0][2] - sh1_y * R[1][2]; // column 2 float sh2_x = sh2 * r2x; float sh2_y = sh2 * r2y; d0 += sh2_x * r2y; d1 += sh2_y * r2z; d2 += sh2 * (r2z * r2z + s_c4_div_c3_x2); d3 += sh2_x * r2z; d4 += sh2_x * r2x - sh2_y * r2y; // column 3 float sh3_x = sh3 * r3x; float sh3_y = sh3 * r3y; d0 += sh3_x * r3y; d1 += sh3_y * r3z; d2 += sh3 * (r3z * r3z + s_c4_div_c3_x2); d3 += sh3_x * r3z; d4 += sh3_x * r3x - sh3_y * r3y; // column 4 float sh4_x = sh4 * r4x; float sh4_y = sh4 * r4y; d0 += sh4_x * r4y; d1 += sh4_y * r4z; d2 += sh4 * (r4z * r4z + s_c4_div_c3_x2); d3 += sh4_x * r4z; d4 += sh4_x * r4x - sh4_y * r4y; // extra multipliers dst[0] = d0; dst[1] = -d1; dst[2] = d2 * s_scale_dst2; dst[3] = -d3; dst[4] = d4 * s_scale_dst4; } void main() { // normalization vec3 pos = (NormMat * vec4(a_Position,1.0)).xyz; mat3 R = mat3(ModelMat) * RotMat; VertexOut.ModelNormal = (R * a_Normal); VertexOut.Position = R * pos; VertexOut.Texcoord = a_TextureCoord; VertexOut.Tangent = (R * a_Tangent); VertexOut.Bitangent = (R * a_Bitangent); float PRT0, PRT1[3], PRT2[5]; PRT0 = a_PRT1[0]; PRT1[0] = a_PRT1[1]; PRT1[1] = a_PRT1[2]; PRT1[2] = a_PRT2[0]; PRT2[0] = a_PRT2[1]; PRT2[1] = a_PRT2[2]; PRT2[2] = a_PRT3[0]; PRT2[3] = a_PRT3[1]; PRT2[4] = a_PRT3[2]; OptRotateBand1(PRT1, R, PRT1); OptRotateBand2(PRT2, R, PRT2); VertexOut.PRT1 = vec3(PRT0,PRT1[0],PRT1[1]); VertexOut.PRT2 = vec3(PRT1[2],PRT2[0],PRT2[1]); VertexOut.PRT3 = vec3(PRT2[2],PRT2[3],PRT2[4]); gl_Position = PerspMat * ModelMat * vec4(RotMat * pos, 1.0); VertexOut.Depth = vec3(gl_Position.z / gl_Position.w); }