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@@ -1,375 +0,0 @@
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-import {
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- Vector2
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-} from '../../../build/three.module.js';
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-
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-// Description: A deep water ocean shader set
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-// based on an implementation of a Tessendorf Waves
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-// originally presented by David Li ( www.david.li/waves )
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-
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-// The general method is to apply shaders to simulation Framebuffers
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-// and then sample these framebuffers when rendering the ocean mesh
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-
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-// The set uses 7 shaders:
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-
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-// -- Simulation shaders
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-// [1] ocean_sim_vertex -> Vertex shader used to set up a 2x2 simulation plane centered at (0,0)
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-// [2] ocean_subtransform -> Fragment shader used to subtransform the mesh (generates the displacement map)
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-// [3] ocean_initial_spectrum -> Fragment shader used to set intitial wave frequency at a texel coordinate
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-// [4] ocean_phase -> Fragment shader used to set wave phase at a texel coordinate
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-// [5] ocean_spectrum -> Fragment shader used to set current wave frequency at a texel coordinate
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-// [6] ocean_normal -> Fragment shader used to set face normals at a texel coordinate
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-
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-// -- Rendering Shader
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-// [7] ocean_main -> Vertex and Fragment shader used to create the final render
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-
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-var OceanShaders = {};
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-OceanShaders[ 'ocean_sim_vertex' ] = {
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- vertexShader: [
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- 'varying vec2 vUV;',
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-
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- 'void main (void) {',
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- ' vUV = position.xy * 0.5 + 0.5;',
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- ' gl_Position = vec4(position, 1.0 );',
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- '}'
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- ].join( '\n' )
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-};
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-OceanShaders[ 'ocean_subtransform' ] = {
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- uniforms: {
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- 'u_input': { value: null },
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- 'u_transformSize': { value: 512.0 },
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- 'u_subtransformSize': { value: 250.0 }
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- },
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- fragmentShader: [
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- //GPU FFT using a Stockham formulation
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-
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- 'precision highp float;',
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- '#include <common>',
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-
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- 'uniform sampler2D u_input;',
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- 'uniform float u_transformSize;',
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- 'uniform float u_subtransformSize;',
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-
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- 'varying vec2 vUV;',
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-
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- 'vec2 multiplyComplex (vec2 a, vec2 b) {',
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- ' return vec2(a[0] * b[0] - a[1] * b[1], a[1] * b[0] + a[0] * b[1]);',
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- '}',
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-
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- 'void main (void) {',
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- ' #ifdef HORIZONTAL',
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- ' float index = vUV.x * u_transformSize - 0.5;',
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- ' #else',
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- ' float index = vUV.y * u_transformSize - 0.5;',
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- ' #endif',
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-
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- ' float evenIndex = floor(index / u_subtransformSize) * (u_subtransformSize * 0.5) + mod(index, u_subtransformSize * 0.5);',
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-
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- //transform two complex sequences simultaneously
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- ' #ifdef HORIZONTAL',
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- ' vec4 even = texture2D(u_input, vec2(evenIndex + 0.5, gl_FragCoord.y) / u_transformSize).rgba;',
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- ' vec4 odd = texture2D(u_input, vec2(evenIndex + u_transformSize * 0.5 + 0.5, gl_FragCoord.y) / u_transformSize).rgba;',
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- ' #else',
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- ' vec4 even = texture2D(u_input, vec2(gl_FragCoord.x, evenIndex + 0.5) / u_transformSize).rgba;',
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- ' vec4 odd = texture2D(u_input, vec2(gl_FragCoord.x, evenIndex + u_transformSize * 0.5 + 0.5) / u_transformSize).rgba;',
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- ' #endif',
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-
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- ' float twiddleArgument = -2.0 * PI * (index / u_subtransformSize);',
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- ' vec2 twiddle = vec2(cos(twiddleArgument), sin(twiddleArgument));',
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-
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- ' vec2 outputA = even.xy + multiplyComplex(twiddle, odd.xy);',
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- ' vec2 outputB = even.zw + multiplyComplex(twiddle, odd.zw);',
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-
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- ' gl_FragColor = vec4(outputA, outputB);',
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- '}'
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- ].join( '\n' )
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-};
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-OceanShaders[ 'ocean_initial_spectrum' ] = {
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- uniforms: {
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- 'u_wind': { value: new Vector2( 10.0, 10.0 ) },
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- 'u_resolution': { value: 512.0 },
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- 'u_size': { value: 250.0 }
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- },
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- vertexShader: [
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- 'void main (void) {',
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- ' gl_Position = vec4(position, 1.0);',
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- '}'
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- ].join( '\n' ),
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- fragmentShader: [
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- 'precision highp float;',
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- '#include <common>',
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-
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- 'const float G = 9.81;',
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- 'const float KM = 370.0;',
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- 'const float CM = 0.23;',
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-
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- 'uniform vec2 u_wind;',
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- 'uniform float u_resolution;',
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- 'uniform float u_size;',
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-
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- 'float omega (float k) {',
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- ' return sqrt(G * k * (1.0 + pow2(k / KM)));',
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- '}',
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-
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- '#if __VERSION__ == 100',
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- 'float tanh (float x) {',
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- ' return (1.0 - exp(-2.0 * x)) / (1.0 + exp(-2.0 * x));',
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- '}',
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- '#endif',
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-
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- 'void main (void) {',
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- ' vec2 coordinates = gl_FragCoord.xy - 0.5;',
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-
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- ' float n = (coordinates.x < u_resolution * 0.5) ? coordinates.x : coordinates.x - u_resolution;',
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- ' float m = (coordinates.y < u_resolution * 0.5) ? coordinates.y : coordinates.y - u_resolution;',
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-
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- ' vec2 K = (2.0 * PI * vec2(n, m)) / u_size;',
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- ' float k = length(K);',
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-
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- ' float l_wind = length(u_wind);',
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-
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- ' float Omega = 0.84;',
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- ' float kp = G * pow2(Omega / l_wind);',
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-
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- ' float c = omega(k) / k;',
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- ' float cp = omega(kp) / kp;',
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-
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- ' float Lpm = exp(-1.25 * pow2(kp / k));',
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- ' float gamma = 1.7;',
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- ' float sigma = 0.08 * (1.0 + 4.0 * pow(Omega, -3.0));',
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- ' float Gamma = exp(-pow2(sqrt(k / kp) - 1.0) / 2.0 * pow2(sigma));',
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- ' float Jp = pow(gamma, Gamma);',
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- ' float Fp = Lpm * Jp * exp(-Omega / sqrt(10.0) * (sqrt(k / kp) - 1.0));',
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- ' float alphap = 0.006 * sqrt(Omega);',
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- ' float Bl = 0.5 * alphap * cp / c * Fp;',
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-
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- ' float z0 = 0.000037 * pow2(l_wind) / G * pow(l_wind / cp, 0.9);',
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- ' float uStar = 0.41 * l_wind / log(10.0 / z0);',
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- ' float alpham = 0.01 * ((uStar < CM) ? (1.0 + log(uStar / CM)) : (1.0 + 3.0 * log(uStar / CM)));',
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- ' float Fm = exp(-0.25 * pow2(k / KM - 1.0));',
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- ' float Bh = 0.5 * alpham * CM / c * Fm * Lpm;',
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-
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- ' float a0 = log(2.0) / 4.0;',
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- ' float am = 0.13 * uStar / CM;',
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- ' float Delta = tanh(a0 + 4.0 * pow(c / cp, 2.5) + am * pow(CM / c, 2.5));',
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-
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- ' float cosPhi = dot(normalize(u_wind), normalize(K));',
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-
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- ' float S = (1.0 / (2.0 * PI)) * pow(k, -4.0) * (Bl + Bh) * (1.0 + Delta * (2.0 * cosPhi * cosPhi - 1.0));',
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-
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- ' float dk = 2.0 * PI / u_size;',
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- ' float h = sqrt(S / 2.0) * dk;',
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-
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- ' if (K.x == 0.0 && K.y == 0.0) {',
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- ' h = 0.0;', //no DC term
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- ' }',
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- ' gl_FragColor = vec4(h, 0.0, 0.0, 0.0);',
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- '}'
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- ].join( '\n' )
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-};
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-OceanShaders[ 'ocean_phase' ] = {
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- uniforms: {
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- 'u_phases': { value: null },
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- 'u_deltaTime': { value: null },
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- 'u_resolution': { value: null },
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- 'u_size': { value: null }
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- },
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- fragmentShader: [
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- 'precision highp float;',
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- '#include <common>',
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-
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- 'const float G = 9.81;',
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- 'const float KM = 370.0;',
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-
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- 'varying vec2 vUV;',
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-
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- 'uniform sampler2D u_phases;',
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- 'uniform float u_deltaTime;',
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- 'uniform float u_resolution;',
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- 'uniform float u_size;',
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-
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- 'float omega (float k) {',
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- ' return sqrt(G * k * (1.0 + k * k / KM * KM));',
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- '}',
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-
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- 'void main (void) {',
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- ' float deltaTime = 1.0 / 60.0;',
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- ' vec2 coordinates = gl_FragCoord.xy - 0.5;',
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- ' float n = (coordinates.x < u_resolution * 0.5) ? coordinates.x : coordinates.x - u_resolution;',
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- ' float m = (coordinates.y < u_resolution * 0.5) ? coordinates.y : coordinates.y - u_resolution;',
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- ' vec2 waveVector = (2.0 * PI * vec2(n, m)) / u_size;',
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-
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- ' float phase = texture2D(u_phases, vUV).r;',
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- ' float deltaPhase = omega(length(waveVector)) * u_deltaTime;',
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- ' phase = mod(phase + deltaPhase, 2.0 * PI);',
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-
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- ' gl_FragColor = vec4(phase, 0.0, 0.0, 0.0);',
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- '}'
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- ].join( '\n' )
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-};
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-OceanShaders[ 'ocean_spectrum' ] = {
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- uniforms: {
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- 'u_size': { value: null },
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- 'u_resolution': { value: null },
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- 'u_choppiness': { value: null },
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- 'u_phases': { value: null },
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- 'u_initialSpectrum': { value: null }
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- },
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- fragmentShader: [
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- 'precision highp float;',
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- '#include <common>',
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-
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- 'const float G = 9.81;',
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- 'const float KM = 370.0;',
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-
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- 'varying vec2 vUV;',
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-
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- 'uniform float u_size;',
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- 'uniform float u_resolution;',
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- 'uniform float u_choppiness;',
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- 'uniform sampler2D u_phases;',
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- 'uniform sampler2D u_initialSpectrum;',
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-
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- 'vec2 multiplyComplex (vec2 a, vec2 b) {',
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- ' return vec2(a[0] * b[0] - a[1] * b[1], a[1] * b[0] + a[0] * b[1]);',
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- '}',
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-
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- 'vec2 multiplyByI (vec2 z) {',
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- ' return vec2(-z[1], z[0]);',
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- '}',
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-
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- 'float omega (float k) {',
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- ' return sqrt(G * k * (1.0 + k * k / KM * KM));',
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- '}',
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-
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- 'void main (void) {',
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- ' vec2 coordinates = gl_FragCoord.xy - 0.5;',
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- ' float n = (coordinates.x < u_resolution * 0.5) ? coordinates.x : coordinates.x - u_resolution;',
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- ' float m = (coordinates.y < u_resolution * 0.5) ? coordinates.y : coordinates.y - u_resolution;',
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- ' vec2 waveVector = (2.0 * PI * vec2(n, m)) / u_size;',
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-
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- ' float phase = texture2D(u_phases, vUV).r;',
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- ' vec2 phaseVector = vec2(cos(phase), sin(phase));',
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-
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- ' vec2 h0 = texture2D(u_initialSpectrum, vUV).rg;',
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- ' vec2 h0Star = texture2D(u_initialSpectrum, vec2(1.0 - vUV + 1.0 / u_resolution)).rg;',
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- ' h0Star.y *= -1.0;',
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-
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- ' vec2 h = multiplyComplex(h0, phaseVector) + multiplyComplex(h0Star, vec2(phaseVector.x, -phaseVector.y));',
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-
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- ' vec2 hX = -multiplyByI(h * (waveVector.x / length(waveVector))) * u_choppiness;',
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- ' vec2 hZ = -multiplyByI(h * (waveVector.y / length(waveVector))) * u_choppiness;',
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-
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- //no DC term
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- ' if (waveVector.x == 0.0 && waveVector.y == 0.0) {',
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- ' h = vec2(0.0);',
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- ' hX = vec2(0.0);',
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- ' hZ = vec2(0.0);',
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- ' }',
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-
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- ' gl_FragColor = vec4(hX + multiplyByI(h), hZ);',
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- '}'
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- ].join( '\n' )
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-};
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-OceanShaders[ 'ocean_normals' ] = {
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- uniforms: {
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- 'u_displacementMap': { value: null },
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- 'u_resolution': { value: null },
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- 'u_size': { value: null }
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- },
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- fragmentShader: [
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- 'precision highp float;',
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-
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- 'varying vec2 vUV;',
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-
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- 'uniform sampler2D u_displacementMap;',
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- 'uniform float u_resolution;',
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- 'uniform float u_size;',
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-
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- 'void main (void) {',
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- ' float texel = 1.0 / u_resolution;',
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- ' float texelSize = u_size / u_resolution;',
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-
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- ' vec3 center = texture2D(u_displacementMap, vUV).rgb;',
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- ' vec3 right = vec3(texelSize, 0.0, 0.0) + texture2D(u_displacementMap, vUV + vec2(texel, 0.0)).rgb - center;',
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- ' vec3 left = vec3(-texelSize, 0.0, 0.0) + texture2D(u_displacementMap, vUV + vec2(-texel, 0.0)).rgb - center;',
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- ' vec3 top = vec3(0.0, 0.0, -texelSize) + texture2D(u_displacementMap, vUV + vec2(0.0, -texel)).rgb - center;',
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- ' vec3 bottom = vec3(0.0, 0.0, texelSize) + texture2D(u_displacementMap, vUV + vec2(0.0, texel)).rgb - center;',
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-
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- ' vec3 topRight = cross(right, top);',
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- ' vec3 topLeft = cross(top, left);',
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- ' vec3 bottomLeft = cross(left, bottom);',
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- ' vec3 bottomRight = cross(bottom, right);',
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-
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- ' gl_FragColor = vec4(normalize(topRight + topLeft + bottomLeft + bottomRight), 1.0);',
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- '}'
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- ].join( '\n' )
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-};
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-OceanShaders[ 'ocean_main' ] = {
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- uniforms: {
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- 'u_displacementMap': { value: null },
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- 'u_normalMap': { value: null },
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- 'u_geometrySize': { value: null },
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- 'u_size': { value: null },
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- 'u_projectionMatrix': { value: null },
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- 'u_viewMatrix': { value: null },
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- 'u_cameraPosition': { value: null },
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- 'u_skyColor': { value: null },
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- 'u_oceanColor': { value: null },
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- 'u_sunDirection': { value: null },
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- 'u_exposure': { value: null }
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- },
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- vertexShader: [
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- 'precision highp float;',
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-
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- 'varying vec3 vPos;',
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- 'varying vec2 vUV;',
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-
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- 'uniform mat4 u_projectionMatrix;',
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- 'uniform mat4 u_viewMatrix;',
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- 'uniform float u_size;',
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- 'uniform float u_geometrySize;',
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- 'uniform sampler2D u_displacementMap;',
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-
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- 'void main (void) {',
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- ' vec3 newPos = position + texture2D(u_displacementMap, uv).rgb * (u_geometrySize / u_size);',
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- ' vPos = newPos;',
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- ' vUV = uv;',
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- ' gl_Position = u_projectionMatrix * u_viewMatrix * vec4(newPos, 1.0);',
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- '}'
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- ].join( '\n' ),
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- fragmentShader: [
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- 'precision highp float;',
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-
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- 'varying vec3 vPos;',
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- 'varying vec2 vUV;',
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-
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- 'uniform sampler2D u_displacementMap;',
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- 'uniform sampler2D u_normalMap;',
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- 'uniform vec3 u_cameraPosition;',
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- 'uniform vec3 u_oceanColor;',
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- 'uniform vec3 u_skyColor;',
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- 'uniform vec3 u_sunDirection;',
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- 'uniform float u_exposure;',
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-
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- 'vec3 hdr (vec3 color, float exposure) {',
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- ' return 1.0 - exp(-color * exposure);',
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- '}',
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-
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- 'void main (void) {',
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- ' vec3 normal = texture2D(u_normalMap, vUV).rgb;',
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-
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- ' vec3 view = normalize(u_cameraPosition - vPos);',
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- ' float fresnel = 0.02 + 0.98 * pow(1.0 - dot(normal, view), 5.0);',
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- ' vec3 sky = fresnel * u_skyColor;',
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-
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- ' float diffuse = clamp(dot(normal, normalize(u_sunDirection)), 0.0, 1.0);',
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- ' vec3 water = (1.0 - fresnel) * u_oceanColor * u_skyColor * diffuse;',
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-
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- ' vec3 color = sky + water;',
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-
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- ' gl_FragColor = vec4(hdr(color, u_exposure), 1.0);',
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- '}'
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- ].join( '\n' )
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-};
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-
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-export { OceanShaders };
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