|  | @@ -20,7 +20,7 @@ THREE.ShaderLib[ 'sky' ] = {
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				|  |  |  
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				|  |  |  		luminance: { value: 1 },
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				|  |  |  		turbidity: { value: 2 },
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				|  |  | -		reileigh: { value: 1 },
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				|  |  | +		rayleigh: { value: 1 },
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				|  |  |  		mieCoefficient: { value: 0.005 },
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				|  |  |  		mieDirectionalG: { value: 0.8 },
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				|  |  |  		sunPosition: { value: new THREE.Vector3() }
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				|  | @@ -29,7 +29,51 @@ THREE.ShaderLib[ 'sky' ] = {
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				|  |  |  
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				|  |  |  	vertexShader: [
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				|  |  |  
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				|  |  | +		"uniform vec3 sunPosition;",
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				|  |  | +		"uniform float rayleigh;",
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				|  |  | +		"uniform float turbidity;",
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				|  |  | +		"uniform float mieCoefficient;",
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				|  |  | +
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				|  |  |  		"varying vec3 vWorldPosition;",
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				|  |  | +		"varying vec3 vSunDirection;",
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				|  |  | +		"varying float vSunfade;",
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				|  |  | +		"varying vec3 vBetaR;",
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				|  |  | +		"varying vec3 vBetaM;",
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				|  |  | +		"varying float vSunE;",
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				|  |  | +
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				|  |  | +		"const vec3 up = vec3(0.0, 1.0, 0.0);",
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				|  |  | +
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				|  |  | +		// constants for atmospheric scattering
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				|  |  | +		"const float e = 2.71828182845904523536028747135266249775724709369995957;",
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				|  |  | +		"const float pi = 3.141592653589793238462643383279502884197169;",
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				|  |  | +
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				|  |  | +		// mie stuff
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				|  |  | +		// K coefficient for the primaries
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				|  |  | +		"const float v = 4.0;",
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				|  |  | +		"const vec3 K = vec3(0.686, 0.678, 0.666);",
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				|  |  | +
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				|  |  | +		// see http://blenderartists.org/forum/showthread.php?321110-Shaders-and-Skybox-madness
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				|  |  | +		// A simplied version of the total Reayleigh scattering to works on browsers that use ANGLE
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				|  |  | +		"const vec3 simplifiedRayleigh = 0.0005 / vec3(94, 40, 18);",
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				|  |  | +
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				|  |  | +		// wavelength of used primaries, according to preetham
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				|  |  | +		"const vec3 lambda = vec3(680E-9, 550E-9, 450E-9);",
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				|  |  | +
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				|  |  | +		// earth shadow hack
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				|  |  | +		"const float cutoffAngle = pi/1.95;",
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				|  |  | +		"const float steepness = 1.5;",
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				|  |  | +		"const float EE = 1000.0;",
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				|  |  | +
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				|  |  | +		"float sunIntensity(float zenithAngleCos)",
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				|  |  | +		"{",
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				|  |  | +			"return EE * max(0.0, 1.0 - pow(e, -((cutoffAngle - acos(zenithAngleCos))/steepness)));",
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				|  |  | +		"}",
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				|  |  | +
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				|  |  | +		"vec3 totalMie(vec3 lambda, float T)",
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				|  |  | +		"{",
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				|  |  | +			"float c = (0.2 * T ) * 10E-18;",
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				|  |  | +			"return 0.434 * c * pi * pow((2.0 * pi) / lambda, vec3(v - 2.0)) * K;",
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				|  |  | +		"}",
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				|  |  |  
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				|  |  |  		"void main() {",
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				|  |  |  
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				|  | @@ -38,85 +82,57 @@ THREE.ShaderLib[ 'sky' ] = {
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				|  |  |  
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				|  |  |  			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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				|  |  |  
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				|  |  | +			"vSunDirection = normalize(sunPosition);",
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				|  |  | +
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				|  |  | +			"vSunE = sunIntensity(dot(vSunDirection, up));",
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				|  |  | +
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				|  |  | +			"vSunfade = 1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);",
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				|  |  | +
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				|  |  | +			"float rayleighCoefficient = rayleigh - (1.0 * (1.0-vSunfade));",
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				|  |  | +
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				|  |  | +			// extinction (absorbtion + out scattering)
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				|  |  | +			// rayleigh coefficients
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				|  |  | +			"vBetaR = simplifiedRayleigh * rayleighCoefficient;",
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				|  |  | +
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				|  |  | +			// mie coefficients
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				|  |  | +			"vBetaM = totalMie(lambda, turbidity) * mieCoefficient;",
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				|  |  | +
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				|  |  |  		"}",
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				|  |  |  
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				|  |  |  	].join( "\n" ),
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				|  |  |  
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				|  |  |  	fragmentShader: [
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				|  |  |  
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				|  |  | -		"uniform sampler2D skySampler;",
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				|  |  | -		"uniform vec3 sunPosition;",
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				|  |  |  		"varying vec3 vWorldPosition;",
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				|  |  | -
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				|  |  | -		"vec3 cameraPos = vec3(0., 0., 0.);",
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				|  |  | -		"// uniform sampler2D sDiffuse;",
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				|  |  | -		"// const float turbidity = 10.0; //",
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				|  |  | -		"// const float reileigh = 2.; //",
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				|  |  | -		"// const float luminance = 1.0; //",
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				|  |  | -		"// const float mieCoefficient = 0.005;",
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				|  |  | -		"// const float mieDirectionalG = 0.8;",
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				|  |  | +		"varying vec3 vSunDirection;",
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				|  |  | +		"varying float vSunfade;",
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				|  |  | +		"varying vec3 vBetaR;",
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				|  |  | +		"varying vec3 vBetaM;",
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				|  |  | +		"varying float vSunE;",
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				|  |  |  
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				|  |  |  		"uniform float luminance;",
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				|  |  | -		"uniform float turbidity;",
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				|  |  | -		"uniform float reileigh;",
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				|  |  | -		"uniform float mieCoefficient;",
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				|  |  |  		"uniform float mieDirectionalG;",
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				|  |  |  
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				|  |  | -		"// constants for atmospheric scattering",
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				|  |  | -		"const float e = 2.71828182845904523536028747135266249775724709369995957;",
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				|  |  | -		"const float pi = 3.141592653589793238462643383279502884197169;",
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				|  |  | +		"const vec3 cameraPos = vec3(0., 0., 0.);",
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				|  |  |  
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				|  |  | -		"const float n = 1.0003; // refractive index of air",
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				|  |  | -		"const float N = 2.545E25; // number of molecules per unit volume for air at",
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				|  |  | -								"// 288.15K and 1013mb (sea level -45 celsius)",
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				|  |  | -		"const float pn = 0.035;	// depolatization factor for standard air",
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				|  |  | -
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				|  |  | -		"// wavelength of used primaries, according to preetham",
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				|  |  | -		"const vec3 lambda = vec3(680E-9, 550E-9, 450E-9);",
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				|  |  | +		// constants for atmospheric scattering
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				|  |  | +		"const float pi = 3.141592653589793238462643383279502884197169;",
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				|  |  |  
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				|  |  | -		"// mie stuff",
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				|  |  | -		"// K coefficient for the primaries",
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				|  |  | -		"const vec3 K = vec3(0.686, 0.678, 0.666);",
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				|  |  | -		"const float v = 4.0;",
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				|  |  | +		"const float n = 1.0003;", // refractive index of air
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				|  |  | +		"const float N = 2.545E25;", // number of molecules per unit volume for air at
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				|  |  | +									// 288.15K and 1013mb (sea level -45 celsius)
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				|  |  |  
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				|  |  | -		"// optical length at zenith for molecules",
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				|  |  | +		// optical length at zenith for molecules
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				|  |  |  		"const float rayleighZenithLength = 8.4E3;",
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				|  |  |  		"const float mieZenithLength = 1.25E3;",
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				|  |  |  		"const vec3 up = vec3(0.0, 1.0, 0.0);",
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				|  |  |  
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				|  |  | -		"const float EE = 1000.0;",
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				|  |  |  		"const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;",
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				|  |  | -		"// 66 arc seconds -> degrees, and the cosine of that",
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				|  |  | -
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				|  |  | -		"// earth shadow hack",
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				|  |  | -		"const float cutoffAngle = pi/1.95;",
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				|  |  | -		"const float steepness = 1.5;",
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				|  |  | -
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				|  |  | -
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				|  |  | -		"vec3 totalRayleigh(vec3 lambda)",
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				|  |  | -		"{",
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				|  |  | -			"return (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn));",
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				|  |  | -		"}",
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				|  |  | -
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				|  |  | -		// see http://blenderartists.org/forum/showthread.php?321110-Shaders-and-Skybox-madness
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				|  |  | -		"// A simplied version of the total Reayleigh scattering to works on browsers that use ANGLE",
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				|  |  | -		"vec3 simplifiedRayleigh()",
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				|  |  | -		"{",
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				|  |  | -			"return 0.0005 / vec3(94, 40, 18);",
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				|  |  | -			// return 0.00054532832366 / (3.0 * 2.545E25 * pow(vec3(680E-9, 550E-9, 450E-9), vec3(4.0)) * 6.245);
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				|  |  | -		"}",
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				|  |  | +		// 66 arc seconds -> degrees, and the cosine of that
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				|  |  |  
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				|  |  |  		"float rayleighPhase(float cosTheta)",
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				|  |  | -		"{	 ",
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				|  |  | -			"return (3.0 / (16.0*pi)) * (1.0 + pow(cosTheta, 2.0));",
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				|  |  | -		"//	return (1.0 / (3.0*pi)) * (1.0 + pow(cosTheta, 2.0));",
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				|  |  | -		"//	return (3.0 / 4.0) * (1.0 + pow(cosTheta, 2.0));",
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				|  |  | -		"}",
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				|  |  | -
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				|  |  | -		"vec3 totalMie(vec3 lambda, vec3 K, float T)",
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				|  |  |  		"{",
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				|  |  | -			"float c = (0.2 * T ) * 10E-18;",
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				|  |  | -			"return 0.434 * c * pi * pow((2.0 * pi) / lambda, vec3(v - 2.0)) * K;",
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				|  |  | +			"return (3.0 / (16.0*pi)) * (1.0 + pow(cosTheta, 2.0));",
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				|  |  |  		"}",
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				|  |  |  
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				|  |  |  		"float hgPhase(float cosTheta, float g)",
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				|  | @@ -124,27 +140,15 @@ THREE.ShaderLib[ 'sky' ] = {
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				|  |  |  			"return (1.0 / (4.0*pi)) * ((1.0 - pow(g, 2.0)) / pow(1.0 - 2.0*g*cosTheta + pow(g, 2.0), 1.5));",
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				|  |  |  		"}",
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				|  |  |  
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				|  |  | -		"float sunIntensity(float zenithAngleCos)",
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				|  |  | -		"{",
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				|  |  | -		// This function originally used `exp(n)`, but it returns an incorrect value
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				|  |  | -		// on Samsung S6 phones. So it has been replaced with the equivalent `pow(e, n)`.
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				|  |  | -		// See https://github.com/mrdoob/three.js/issues/8382
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				|  |  | -			"return EE * max(0.0, 1.0 - pow(e, -((cutoffAngle - acos(zenithAngleCos))/steepness)));",
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				|  |  | -		"}",
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				|  |  | -
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				|  |  | -		"// float logLuminance(vec3 c)",
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				|  |  | -		"// {",
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				|  |  | -		"// 	return log(c.r * 0.2126 + c.g * 0.7152 + c.b * 0.0722);",
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				|  |  | -		"// }",
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				|  |  | +		// Filmic ToneMapping http://filmicgames.com/archives/75
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				|  |  | +		"const float A = 0.15;",
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				|  |  | +		"const float B = 0.50;",
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				|  |  | +		"const float C = 0.10;",
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				|  |  | +		"const float D = 0.20;",
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				|  |  | +		"const float E = 0.02;",
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				|  |  | +		"const float F = 0.30;",
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				|  |  |  
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				|  |  | -		"// Filmic ToneMapping http://filmicgames.com/archives/75",
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				|  |  | -		"float A = 0.15;",
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				|  |  | -		"float B = 0.50;",
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				|  |  | -		"float C = 0.10;",
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				|  |  | -		"float D = 0.20;",
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				|  |  | -		"float E = 0.02;",
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				|  |  | -		"float F = 0.30;",
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				|  |  | -		"float W = 1000.0;",
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				|  |  | +		"const float whiteScale = 1.0748724675633854;", // 1.0 / Uncharted2Tonemap(1000.0)
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				|  |  |  
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				|  |  |  		"vec3 Uncharted2Tonemap(vec3 x)",
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				|  |  |  		"{",
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				|  | @@ -154,83 +158,44 @@ THREE.ShaderLib[ 'sky' ] = {
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				|  |  |  
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				|  |  |  		"void main() ",
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				|  |  |  		"{",
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				|  |  | -			"float sunfade = 1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);",
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				|  |  | -
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				|  |  | -			"// luminance =  1.0 ;// vWorldPosition.y / 450000. + 0.5; //sunPosition.y / 450000. * 1. + 0.5;",
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				|  |  | -
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				|  |  | -			 "// gl_FragColor = vec4(sunfade, sunfade, sunfade, 1.0);",
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				|  |  | -
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				|  |  | -			"float reileighCoefficient = reileigh - (1.0* (1.0-sunfade));",
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				|  |  | -
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				|  |  | -			"vec3 sunDirection = normalize(sunPosition);",
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				|  |  | -
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				|  |  | -			"float sunE = sunIntensity(dot(sunDirection, up));",
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				|  |  | -
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				|  |  | -			"// extinction (absorbtion + out scattering) ",
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				|  |  | -			"// rayleigh coefficients",
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				|  |  | -
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				|  |  | -			// "vec3 betaR = totalRayleigh(lambda) * reileighCoefficient;",
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				|  |  | -			"vec3 betaR = simplifiedRayleigh() * reileighCoefficient;",
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				|  |  | -
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				|  |  | -			"// mie coefficients",
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				|  |  | -			"vec3 betaM = totalMie(lambda, K, turbidity) * mieCoefficient;",
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				|  |  | -
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				|  |  | -			"// optical length",
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				|  |  | -			"// cutoff angle at 90 to avoid singularity in next formula.",
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				|  |  | +			// optical length
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				|  |  | +			// cutoff angle at 90 to avoid singularity in next formula.
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				|  |  |  			"float zenithAngle = acos(max(0.0, dot(up, normalize(vWorldPosition - cameraPos))));",
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				|  |  |  			"float sR = rayleighZenithLength / (cos(zenithAngle) + 0.15 * pow(93.885 - ((zenithAngle * 180.0) / pi), -1.253));",
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				|  |  |  			"float sM = mieZenithLength / (cos(zenithAngle) + 0.15 * pow(93.885 - ((zenithAngle * 180.0) / pi), -1.253));",
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				|  |  |  
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				|  |  | +			// combined extinction factor
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				|  |  | +			"vec3 Fex = exp(-(vBetaR * sR + vBetaM * sM));",
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				|  |  |  
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				|  |  | -
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				|  |  | -			"// combined extinction factor	",
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				|  |  | -			"vec3 Fex = exp(-(betaR * sR + betaM * sM));",
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				|  |  | -
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				|  |  | -			"// in scattering",
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				|  |  | -			"float cosTheta = dot(normalize(vWorldPosition - cameraPos), sunDirection);",
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				|  |  | +			// in scattering
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				|  |  | +			"float cosTheta = dot(normalize(vWorldPosition - cameraPos), vSunDirection);",
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				|  |  |  
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				|  |  |  			"float rPhase = rayleighPhase(cosTheta*0.5+0.5);",
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				|  |  | -			"vec3 betaRTheta = betaR * rPhase;",
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				|  |  | +			"vec3 betaRTheta = vBetaR * rPhase;",
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				|  |  |  
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				|  |  |  			"float mPhase = hgPhase(cosTheta, mieDirectionalG);",
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				|  |  | -			"vec3 betaMTheta = betaM * mPhase;",
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				|  |  | -
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				|  |  | +			"vec3 betaMTheta = vBetaM * mPhase;",
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				|  |  |  
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				|  |  | -			"vec3 Lin = pow(sunE * ((betaRTheta + betaMTheta) / (betaR + betaM)) * (1.0 - Fex),vec3(1.5));",
 | 
	
		
			
				|  |  | -			"Lin *= mix(vec3(1.0),pow(sunE * ((betaRTheta + betaMTheta) / (betaR + betaM)) * Fex,vec3(1.0/2.0)),clamp(pow(1.0-dot(up, sunDirection),5.0),0.0,1.0));",
 | 
	
		
			
				|  |  | +			"vec3 Lin = pow(vSunE * ((betaRTheta + betaMTheta) / (vBetaR + vBetaM)) * (1.0 - Fex),vec3(1.5));",
 | 
	
		
			
				|  |  | +			"Lin *= mix(vec3(1.0),pow(vSunE * ((betaRTheta + betaMTheta) / (vBetaR + vBetaM)) * Fex,vec3(1.0/2.0)),clamp(pow(1.0-dot(up, vSunDirection),5.0),0.0,1.0));",
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -			"//nightsky",
 | 
	
		
			
				|  |  | +			//nightsky
 | 
	
		
			
				|  |  |  			"vec3 direction = normalize(vWorldPosition - cameraPos);",
 | 
	
		
			
				|  |  |  			"float theta = acos(direction.y); // elevation --> y-axis, [-pi/2, pi/2]",
 | 
	
		
			
				|  |  |  			"float phi = atan(direction.z, direction.x); // azimuth --> x-axis [-pi/2, pi/2]",
 | 
	
		
			
				|  |  |  			"vec2 uv = vec2(phi, theta) / vec2(2.0*pi, pi) + vec2(0.5, 0.0);",
 | 
	
		
			
				|  |  | -			"// vec3 L0 = texture2D(skySampler, uv).rgb+0.1 * Fex;",
 | 
	
		
			
				|  |  |  			"vec3 L0 = vec3(0.1) * Fex;",
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -			"// composition + solar disc",
 | 
	
		
			
				|  |  | -			"//if (cosTheta > sunAngularDiameterCos)",
 | 
	
		
			
				|  |  | +			// composition + solar disc
 | 
	
		
			
				|  |  |  			"float sundisk = smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);",
 | 
	
		
			
				|  |  | -			"// if (normalize(vWorldPosition - cameraPos).y>0.0)",
 | 
	
		
			
				|  |  | -			"L0 += (sunE * 19000.0 * Fex)*sundisk;",
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | +			"L0 += (vSunE * 19000.0 * Fex)*sundisk;",
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -			"vec3 whiteScale = 1.0/Uncharted2Tonemap(vec3(W));",
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -			"vec3 texColor = (Lin+L0);   ",
 | 
	
		
			
				|  |  | -			"texColor *= 0.04 ;",
 | 
	
		
			
				|  |  | -			"texColor += vec3(0.0,0.001,0.0025)*0.3;",
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -			"float g_fMaxLuminance = 1.0;",
 | 
	
		
			
				|  |  | -			"float fLumScaled = 0.1 / luminance;     ",
 | 
	
		
			
				|  |  | -			"float fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (g_fMaxLuminance * g_fMaxLuminance)))) / (1.0 + fLumScaled); ",
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | -			"float ExposureBias = fLumCompressed;",
 | 
	
		
			
				|  |  | +			"vec3 texColor = (Lin+L0) * 0.04 + vec3(0.0, 0.0003, 0.00075);",
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |  			"vec3 curr = Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);",
 | 
	
		
			
				|  |  |  			"vec3 color = curr*whiteScale;",
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -			"vec3 retColor = pow(color,vec3(1.0/(1.2+(1.2*sunfade))));",
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  | +			"vec3 retColor = pow(color,vec3(1.0/(1.2+(1.2*vSunfade))));",
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  |  			"gl_FragColor.rgb = retColor;",
 | 
	
		
			
				|  |  |  
 | 
	
	
		
			
				|  | @@ -256,7 +221,6 @@ THREE.Sky = function () {
 | 
	
		
			
				|  |  |  	var skyGeo = new THREE.SphereBufferGeometry( 450000, 32, 15 );
 | 
	
		
			
				|  |  |  	var skyMesh = new THREE.Mesh( skyGeo, skyMat );
 | 
	
		
			
				|  |  |  
 | 
	
		
			
				|  |  | -
 | 
	
		
			
				|  |  |  	// Expose variables
 | 
	
		
			
				|  |  |  	this.mesh = skyMesh;
 | 
	
		
			
				|  |  |  	this.uniforms = skyUniforms;
 |