/** * Computes a color from the third order spherical harmonic coefficients and a normalized direction vector. *

* The order of the coefficients is [L00, L1_1, L10, L11, L2_2, L2_1, L20, L21, L22]. *

* * @name czm_sphericalHarmonics * @glslFunction * * @param {vec3} normal The normalized direction. * @param {vec3[9]} coefficients The third order spherical harmonic coefficients. * @returns {vec3} The color at the direction. * * @see https://graphics.stanford.edu/papers/envmap/envmap.pdf */ vec3 czm_sphericalHarmonics(vec3 normal, vec3 coefficients[9]) { vec3 L00 = coefficients[0]; vec3 L1_1 = coefficients[1]; vec3 L10 = coefficients[2]; vec3 L11 = coefficients[3]; vec3 L2_2 = coefficients[4]; vec3 L2_1 = coefficients[5]; vec3 L20 = coefficients[6]; vec3 L21 = coefficients[7]; vec3 L22 = coefficients[8]; float x = normal.x; float y = normal.y; float z = normal.z; return L00 + L1_1 * y + L10 * z + L11 * x + L2_2 * (y * x) + L2_1 * (y * z) + L20 * (3.0 * z * z - 1.0) + L21 * (z * x) + L22 * (x * x - y * y); }