uniform float shirr[27]; vec3 shIrradiance(const vec3 nor, const float scale) { const float c1 = 0.429043; const float c2 = 0.511664; const float c3 = 0.743125; const float c4 = 0.886227; const float c5 = 0.247708; vec3 cl00, cl1m1, cl10, cl11, cl2m2, cl2m1, cl20, cl21, cl22; cl00 = vec3(shirr[0], shirr[1], shirr[2]); cl1m1 = vec3(shirr[3], shirr[4], shirr[5]); cl10 = vec3(shirr[6], shirr[7], shirr[8]); cl11 = vec3(shirr[9], shirr[10], shirr[11]); cl2m2 = vec3(shirr[12], shirr[13], shirr[14]); cl2m1 = vec3(shirr[15], shirr[16], shirr[17]); cl20 = vec3(shirr[18], shirr[19], shirr[20]); cl21 = vec3(shirr[21], shirr[22], shirr[23]); cl22 = vec3(shirr[24], shirr[25], shirr[26]); return ( c1 * cl22 * (nor.y * nor.y - (-nor.z) * (-nor.z)) + c3 * cl20 * nor.x * nor.x + c4 * cl00 - c5 * cl20 + 2.0 * c1 * cl2m2 * nor.y * (-nor.z) + 2.0 * c1 * cl21 * nor.y * nor.x + 2.0 * c1 * cl2m1 * (-nor.z) * nor.x + 2.0 * c2 * cl11 * nor.y + 2.0 * c2 * cl1m1 * (-nor.z) + 2.0 * c2 * cl10 * nor.x ) * scale; }