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@@ -47,16 +47,16 @@ THREE.ShaderLib[ 'sky' ] = {
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"const float e = 2.71828182845904523536028747135266249775724709369995957;",
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"const float pi = 3.141592653589793238462643383279502884197169;",
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- // wavelength of used primaries, according to preetham
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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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- // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function
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- "const vec3 totalRayleigh = vec3( 0.00000580453, 0.00001278534, 0.00002853075 );",
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-
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+ // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function
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+ "const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );",
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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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- "const vec3 MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K;",
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+ "const vec3 MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K;",
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// earth shadow hack
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"const float cutoffAngle = pi / 1.95;",
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@@ -128,9 +128,9 @@ THREE.ShaderLib[ 'sky' ] = {
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"const vec3 up = vec3( 0.0, 1.0, 0.0 );",
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// 66 arc seconds -> degrees, and the cosine of that
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"const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;",
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-
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- "const float THREE_OVER_SIXTEENPI = 3.0 / ( 16.0 * pi );",
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- "const float ONE_OVER_FOURPI = ( 1.0 / ( 4.0 * pi ) );",
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+
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+ "const float THREE_OVER_SIXTEENPI = 3.0 / ( 16.0 * pi );",
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+ "const float ONE_OVER_FOURPI = ( 1.0 / ( 4.0 * pi ) );",
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"float rayleighPhase( float cosTheta )",
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"{",
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@@ -139,8 +139,8 @@ THREE.ShaderLib[ 'sky' ] = {
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"float hgPhase( float cosTheta, float g )",
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"{",
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- "float g2 = pow( g, 2.0 );",
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- "float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );",
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+ "float g2 = pow( g, 2.0 );",
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+ "float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );",
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"return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );",
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"}",
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@@ -165,7 +165,7 @@ THREE.ShaderLib[ 'sky' ] = {
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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 inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );",
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+ "float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );",
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"float sR = rayleighZenithLength * inverse;",
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"float sM = mieZenithLength * inverse;",
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