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SkyShader: Clean up.

Mr.doob 8 years ago
parent
commit
42cf964ab8
1 changed files with 134 additions and 148 deletions
  1. 134 148
      examples/js/SkyShader.js

+ 134 - 148
examples/js/SkyShader.js

@@ -14,211 +14,197 @@
  * Three.js integration by zz85 http://twitter.com/blurspline
 */
 
-THREE.ShaderLib[ 'sky' ] = {
-
-	uniforms: {
+THREE.Sky = function () {
 
-		luminance: { value: 1 },
-		turbidity: { value: 2 },
-		rayleigh: { value: 1 },
-		mieCoefficient: { value: 0.005 },
-		mieDirectionalG: { value: 0.8 },
-		sunPosition: { value: new THREE.Vector3() }
+	var skyShader = {
 
-	},
+		uniforms: {
+			luminance: { value: 1 },
+			turbidity: { value: 2 },
+			rayleigh: { value: 1 },
+			mieCoefficient: { value: 0.005 },
+			mieDirectionalG: { value: 0.8 },
+			sunPosition: { value: new THREE.Vector3() }
+		},
 
-	vertexShader: [
+		vertexShader: [
+			'uniform vec3 sunPosition;',
+			'uniform float rayleigh;',
+			'uniform float turbidity;',
+			'uniform float mieCoefficient;',
 
-		"uniform vec3 sunPosition;",
-		"uniform float rayleigh;",
-		"uniform float turbidity;",
-		"uniform float mieCoefficient;",
+			'varying vec3 vWorldPosition;',
+			'varying vec3 vSunDirection;',
+			'varying float vSunfade;',
+			'varying vec3 vBetaR;',
+			'varying vec3 vBetaM;',
+			'varying float vSunE;',
 
-		"varying vec3 vWorldPosition;",
-		"varying vec3 vSunDirection;",
-		"varying float vSunfade;",
-		"varying vec3 vBetaR;",
-		"varying vec3 vBetaM;",
-		"varying float vSunE;",
+			'const vec3 up = vec3( 0.0, 1.0, 0.0 );',
 
-		"const vec3 up = vec3( 0.0, 1.0, 0.0 );",
+			// constants for atmospheric scattering
+			'const float e = 2.71828182845904523536028747135266249775724709369995957;',
+			'const float pi = 3.141592653589793238462643383279502884197169;',
 
-		// constants for atmospheric scattering
-		"const float e = 2.71828182845904523536028747135266249775724709369995957;",
-		"const float pi = 3.141592653589793238462643383279502884197169;",
+			// wavelength of used primaries, according to preetham
+			'const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );',
+			// this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
+			// (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))
+			'const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );',
 
-		// wavelength of used primaries, according to preetham
-		"const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );",
-		// this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
-		// (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))
-		"const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );",
-		
-		// mie stuff
-		// K coefficient for the primaries
-		"const float v = 4.0;",
-		"const vec3 K = vec3( 0.686, 0.678, 0.666 );",
-		// MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
-		"const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );",
+			// mie stuff
+			// K coefficient for the primaries
+			'const float v = 4.0;',
+			'const vec3 K = vec3( 0.686, 0.678, 0.666 );',
+			// MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
+			'const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );',
 
-		// earth shadow hack
-		// cutoffAngle = pi / 1.95;
-		"const float cutoffAngle = 1.6110731556870734;",
-		"const float steepness = 1.5;",
-		"const float EE = 1000.0;",
+			// earth shadow hack
+			// cutoffAngle = pi / 1.95;
+			'const float cutoffAngle = 1.6110731556870734;',
+			'const float steepness = 1.5;',
+			'const float EE = 1000.0;',
 
-		"float sunIntensity( float zenithAngleCos )",
-		"{",
-			"zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );",
-			"return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );",
-		"}",
+			'float sunIntensity( float zenithAngleCos ) {',
+			'	zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );',
+			'	return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );',
+			'}',
 
-		"vec3 totalMie( float T )",
-		"{",
-			"float c = ( 0.2 * T ) * 10E-18;",
-			"return 0.434 * c * MieConst;",
-		"}",
+			'vec3 totalMie( float T ) {',
+			'	float c = ( 0.2 * T ) * 10E-18;',
+			'	return 0.434 * c * MieConst;',
+			'}',
 
-		"void main() {",
+			'void main() {',
 
-			"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
-			"vWorldPosition = worldPosition.xyz;",
+			'	vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
+			'	vWorldPosition = worldPosition.xyz;',
 
-			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+			'	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
 
-			"vSunDirection = normalize( sunPosition );",
+			'	vSunDirection = normalize( sunPosition );',
 
-			"vSunE = sunIntensity( dot( vSunDirection, up ) );",
+			'	vSunE = sunIntensity( dot( vSunDirection, up ) );',
 
-			"vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );",
+			'	vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );',
 
-			"float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );",
+			'	float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );',
 
 			// extinction (absorbtion + out scattering)
 			// rayleigh coefficients
-			"vBetaR = totalRayleigh * rayleighCoefficient;",
+			'	vBetaR = totalRayleigh * rayleighCoefficient;',
 
 			// mie coefficients
-			"vBetaM = totalMie( turbidity ) * mieCoefficient;",
-
-		"}"
-
-	].join( "\n" ),
+			'	vBetaM = totalMie( turbidity ) * mieCoefficient;',
 
-	fragmentShader: [
+			'}'
+		].join( '\n' ),
 
-		"varying vec3 vWorldPosition;",
-		"varying vec3 vSunDirection;",
-		"varying float vSunfade;",
-		"varying vec3 vBetaR;",
-		"varying vec3 vBetaM;",
-		"varying float vSunE;",
+		fragmentShader: [
+			'varying vec3 vWorldPosition;',
+			'varying vec3 vSunDirection;',
+			'varying float vSunfade;',
+			'varying vec3 vBetaR;',
+			'varying vec3 vBetaM;',
+			'varying float vSunE;',
 
-		"uniform float luminance;",
-		"uniform float mieDirectionalG;",
+			'uniform float luminance;',
+			'uniform float mieDirectionalG;',
 
-		"const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );",
+			'const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );',
 
-		// constants for atmospheric scattering
-		"const float pi = 3.141592653589793238462643383279502884197169;",
+			// constants for atmospheric scattering
+			'const float pi = 3.141592653589793238462643383279502884197169;',
 
-		"const float n = 1.0003;", // refractive index of air
-		"const float N = 2.545E25;", // number of molecules per unit volume for air at
-									// 288.15K and 1013mb (sea level -45 celsius)
+			'const float n = 1.0003;', // refractive index of air
+			'const float N = 2.545E25;', // number of molecules per unit volume for air at
+										// 288.15K and 1013mb (sea level -45 celsius)
 
-		// optical length at zenith for molecules
-		"const float rayleighZenithLength = 8.4E3;",
-		"const float mieZenithLength = 1.25E3;",
-		"const vec3 up = vec3( 0.0, 1.0, 0.0 );",
-		// 66 arc seconds -> degrees, and the cosine of that
-		"const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;",
+			// optical length at zenith for molecules
+			'const float rayleighZenithLength = 8.4E3;',
+			'const float mieZenithLength = 1.25E3;',
+			'const vec3 up = vec3( 0.0, 1.0, 0.0 );',
+			// 66 arc seconds -> degrees, and the cosine of that
+			'const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;',
 
-		// 3.0 / ( 16.0 * pi )
-		"const float THREE_OVER_SIXTEENPI = 0.05968310365946075;",
-		// 1.0 / ( 4.0 * pi )
-		"const float ONE_OVER_FOURPI = 0.07957747154594767;",
+			// 3.0 / ( 16.0 * pi )
+			'const float THREE_OVER_SIXTEENPI = 0.05968310365946075;',
+			// 1.0 / ( 4.0 * pi )
+			'const float ONE_OVER_FOURPI = 0.07957747154594767;',
 
-		"float rayleighPhase( float cosTheta )",
-		"{",
-			"return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );",
-		"}",
+			'float rayleighPhase( float cosTheta ) {',
+			'	return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );',
+			'}',
 
-		"float hgPhase( float cosTheta, float g )",
-		"{",
-			"float g2 = pow( g, 2.0 );",
-			"float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );",
-			"return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );",
-		"}",
+			'float hgPhase( float cosTheta, float g ) {',
+			'	float g2 = pow( g, 2.0 );',
+			'	float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );',
+			'	return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );',
+			'}',
 
-		// Filmic ToneMapping http://filmicgames.com/archives/75
-		"const float A = 0.15;",
-		"const float B = 0.50;",
-		"const float C = 0.10;",
-		"const float D = 0.20;",
-		"const float E = 0.02;",
-		"const float F = 0.30;",
+			// Filmic ToneMapping http://filmicgames.com/archives/75
+			'const float A = 0.15;',
+			'const float B = 0.50;',
+			'const float C = 0.10;',
+			'const float D = 0.20;',
+			'const float E = 0.02;',
+			'const float F = 0.30;',
 
-		"const float whiteScale = 1.0748724675633854;", // 1.0 / Uncharted2Tonemap(1000.0)
+			'const float whiteScale = 1.0748724675633854;', // 1.0 / Uncharted2Tonemap(1000.0)
 
-		"vec3 Uncharted2Tonemap( vec3 x )",
-		"{",
-			"return ( ( x * ( A * x + C * B ) + D * E ) / ( x * ( A * x + B ) + D * F ) ) - E / F;",
-		"}",
+			'vec3 Uncharted2Tonemap( vec3 x ) {',
+			'	return ( ( x * ( A * x + C * B ) + D * E ) / ( x * ( A * x + B ) + D * F ) ) - E / F;',
+			'}',
 
 
-		"void main() ",
-		"{",
+			'void main() {',
 			// optical length
 			// cutoff angle at 90 to avoid singularity in next formula.
-			"float zenithAngle = acos( max( 0.0, dot( up, normalize( vWorldPosition - cameraPos ) ) ) );",
-			"float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );",
-			"float sR = rayleighZenithLength * inverse;",
-			"float sM = mieZenithLength * inverse;",
+			'	float zenithAngle = acos( max( 0.0, dot( up, normalize( vWorldPosition - cameraPos ) ) ) );',
+			'	float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );',
+			'	float sR = rayleighZenithLength * inverse;',
+			'	float sM = mieZenithLength * inverse;',
 
 			// combined extinction factor
-			"vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );",
+			'	vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );',
 
 			// in scattering
-			"float cosTheta = dot( normalize( vWorldPosition - cameraPos ), vSunDirection );",
+			'	float cosTheta = dot( normalize( vWorldPosition - cameraPos ), vSunDirection );',
 
-			"float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );",
-			"vec3 betaRTheta = vBetaR * rPhase;",
+			'	float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );',
+			'	vec3 betaRTheta = vBetaR * rPhase;',
 
-			"float mPhase = hgPhase( cosTheta, mieDirectionalG );",
-			"vec3 betaMTheta = vBetaM * mPhase;",
+			'	float mPhase = hgPhase( cosTheta, mieDirectionalG );',
+			'	vec3 betaMTheta = vBetaM * mPhase;',
 
-			"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 ) );",
+			'	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
-			"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 = vec3( 0.1 ) * Fex;",
+			// 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 = vec3( 0.1 ) * Fex;',
 
 			// composition + solar disc
-			"float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );",
-			"L0 += ( vSunE * 19000.0 * Fex ) * sundisk;",
+			'	float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );',
+			'	L0 += ( vSunE * 19000.0 * Fex ) * sundisk;',
 
-			"vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );",
+			'	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 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 * vSunfade ) ) ) );",
+			'	vec3 retColor = pow( color, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );',
 
-			"gl_FragColor.rgb = retColor;",
+			'	gl_FragColor = vec4( retColor, 1.0 );',
 
-			"gl_FragColor.a = 1.0;",
-		"}"
+			'}'
+		].join( '\n' )
 
-	].join( "\n" )
-
-};
-
-THREE.Sky = function () {
+	};
 
-	var skyShader = THREE.ShaderLib[ "sky" ];
 	var skyUniforms = THREE.UniformsUtils.clone( skyShader.uniforms );
 
 	var skyMat = new THREE.ShaderMaterial( {