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@@ -14,174 +14,209 @@
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* 6*6*6 = 216 samples.
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*
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* References:
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- * Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt
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+ *
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+ * Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt
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*/
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-
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- THREE.ShaderGodRays = {
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-
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- /* -------------------------------------------------------------------------
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- // The god-ray generation shader.
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- //
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- // First pass:
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- // The input is the depth map. I found that the output from the
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- // THREE.MeshDepthMaterial material was directly suitable without
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- // requiring any treatment whatsoever.
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- //
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- // The depth map is blurred along radial lines towards the "sun". The
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- // output is written to a temporary render target (I used a 1/4 sized
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- // target).
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- //
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- // Pass two & three:
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- // The results of the previous pass are re-blurred, each time with a
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- // decreased distance between samples.
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- //
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- ------------------------------------------------------------------------- */
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- 'godrays_generate' : {
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-
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- uniforms: { tInput: { type: "t", value: 0, texture: null },
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- fStepSize: { type: "f", value: 1.0 },
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- vSunPositionScreenSpace: { type: "v2", value: new THREE.Vector2( 0.5, 0.5 ) },
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- },
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-
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- vertexShader: [
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- "varying vec2 vUv;",
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- "void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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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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- "varying vec2 vUv;",
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-
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- "uniform sampler2D tInput;",
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-
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- "uniform vec2 vSunPositionScreenSpace;",
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- "uniform float fStepSize;", // filter step size
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-
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- "#define TAPS_PER_PASS 6.0",
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-
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- "void main() {",
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- // delta from current pixel to "sun" position
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- "vec2 delta = (vSunPositionScreenSpace - vUv);",
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- "float dist = length(delta);",
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- // Step vector (uv space)
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- "vec2 stepv = fStepSize*delta/dist;",
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- // Number of iterations between pixel and sun
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- "float iters = dist/fStepSize;",
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-
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- "vec2 uv = vUv.xy;",
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- "float col = 0.0;",
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-
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- // Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
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- // so i've just left the loop
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- "for (float i = 0.0; i < TAPS_PER_PASS; i+=1.0 ) {",
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- // Accumulate samples, making sure we dont walk past the light source.
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-
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- // The check for uv.y<1 would not be necessary with "border" UV wrap
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- // mode, with a black border colour. I don't think this is currently
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- // exposed by three.js. As a result there might be artifacts when the
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- // sun is to the left, right or bottom of screen as these cases are
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- // not specifically handled.
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- "col += (i <= iters && uv.y<1. ? texture2D( tInput, uv ).r : .0) ;",
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- "uv += stepv;",
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- "}",
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-
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- // Should technically be dividing by 'iters', but 'TAPS_PER_PASS' smooths out
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- // objectionable artifacts, in particular near the sun position. The side
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- // effect is that the result is darker than it should be around the sun, as
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- // TAPS_PER_PASS is greater than the number of samples actually accumulated.
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- // When the result is inverted (in the shader 'godrays_combine', this produces
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- // a slight bright spot at the position of the sun, even when it is occluded.
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- "gl_FragColor = vec4( col/TAPS_PER_PASS );",
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- "gl_FragColor.a = 1.;",
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- "}"
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-
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- ].join("\n")
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+
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+THREE.ShaderGodRays = {
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+
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+ /**
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+ * The god-ray generation shader.
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+ *
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+ * First pass:
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+ *
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+ * The input is the depth map. I found that the output from the
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+ * THREE.MeshDepthMaterial material was directly suitable without
|
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+ * requiring any treatment whatsoever.
|
|
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+ *
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+ * The depth map is blurred along radial lines towards the "sun". The
|
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+ * output is written to a temporary render target (I used a 1/4 sized
|
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|
+ * target).
|
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+ *
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+ * Pass two & three:
|
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+ *
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+ * The results of the previous pass are re-blurred, each time with a
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+ * decreased distance between samples.
|
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+ */
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+
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+ 'godrays_generate': {
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+
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+ uniforms: {
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+ tInput: {
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+ type: "t",
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+ value: 0,
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+ texture: null
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+ },
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+ fStepSize: {
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+ type: "f",
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+ value: 1.0
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+ },
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+ vSunPositionScreenSpace: {
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+ type: "v2",
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+ value: new THREE.Vector2( 0.5, 0.5 )
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+ }
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+ },
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+
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+ vertexShader: [
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+ "varying vec2 vUv;",
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+ "void main() {",
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+ "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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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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+ "varying vec2 vUv;",
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+
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+ "uniform sampler2D tInput;",
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+
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+ "uniform vec2 vSunPositionScreenSpace;",
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+ "uniform float fStepSize;", // filter step size
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+
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+ "#define TAPS_PER_PASS 6.0",
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+
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+ "void main() {",
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+ // delta from current pixel to "sun" position
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+ "vec2 delta = (vSunPositionScreenSpace - vUv);",
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+ "float dist = length(delta);",
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+ // Step vector (uv space)
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+ "vec2 stepv = fStepSize*delta/dist;",
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+ // Number of iterations between pixel and sun
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+ "float iters = dist/fStepSize;",
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+
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+ "vec2 uv = vUv.xy;",
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+ "float col = 0.0;",
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+
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+ // Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
|
|
|
+ // so i've just left the loop
|
|
|
+ "for (float i = 0.0; i < TAPS_PER_PASS; i+=1.0 ) {",
|
|
|
+ // Accumulate samples, making sure we dont walk past the light source.
|
|
|
+
|
|
|
+ // The check for uv.y<1 would not be necessary with "border" UV wrap
|
|
|
+ // mode, with a black border colour. I don't think this is currently
|
|
|
+ // exposed by three.js. As a result there might be artifacts when the
|
|
|
+ // sun is to the left, right or bottom of screen as these cases are
|
|
|
+ // not specifically handled.
|
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+ "col += (i <= iters && uv.y<1. ? texture2D( tInput, uv ).r : .0) ;",
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+ "uv += stepv;",
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+ "}",
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+
|
|
|
+ // Should technically be dividing by 'iters', but 'TAPS_PER_PASS' smooths out
|
|
|
+ // objectionable artifacts, in particular near the sun position. The side
|
|
|
+ // effect is that the result is darker than it should be around the sun, as
|
|
|
+ // TAPS_PER_PASS is greater than the number of samples actually accumulated.
|
|
|
+ // When the result is inverted (in the shader 'godrays_combine', this produces
|
|
|
+ // a slight bright spot at the position of the sun, even when it is occluded.
|
|
|
+ "gl_FragColor = vec4( col/TAPS_PER_PASS );",
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+ "gl_FragColor.a = 1.;",
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+ "}"
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+
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+ ].join("\n")
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},
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- /* -------------------------------------------------------------------------
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- // Additively applies god rays from texture tGodRays to a background (tColors).
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- //
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- // fGodRayIntensity attenuates the god rays.
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- ------------------------------------------------------------------------- */
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- 'godrays_combine' : {
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-
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- uniforms: { tColors: { type: "t", value: 0, texture: null },
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- tGodRays: { type: "t", value: 1, texture: null },
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- fGodRayIntensity: { type: "f", value: 0.69 },
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- vSunPositionScreenSpace: { type: "v2", value: new THREE.Vector2( 0.5, 0.5 ) },
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- },
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-
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- vertexShader: [
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- "varying vec2 vUv;",
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- "void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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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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- "varying vec2 vUv;",
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-
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- "uniform sampler2D tColors;",
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- "uniform sampler2D tGodRays;",
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-
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- "uniform vec2 vSunPositionScreenSpace;",
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- "uniform float fGodRayIntensity;",
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-
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- "void main() {",
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- // Since THREE.MeshDepthMaterial renders foreground objects white and background
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- // objects black, the god-rays will be white streaks. Therefore value is inverted
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- // before being combined with tColors
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- "gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity*vec4( 1.-texture2D( tGodRays, vUv ).r );",
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- "gl_FragColor.a = 1.;",
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- "}"
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-
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- ].join("\n")
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+ /**
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+ * Additively applies god rays from texture tGodRays to a background (tColors).
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+ * fGodRayIntensity attenuates the god rays.
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+ */
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+ 'godrays_combine': {
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+
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+ uniforms: {
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+ tColors: {
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+ type: "t",
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+ value: 0,
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+ texture: null
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+ },
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+ tGodRays: {
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+ type: "t",
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+ value: 1,
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+ texture: null
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+ },
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+ fGodRayIntensity: {
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+ type: "f",
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+ value: 0.69
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+ },
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+ vSunPositionScreenSpace: {
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+ type: "v2",
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+ value: new THREE.Vector2( 0.5, 0.5 )
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+ },
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+ },
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+
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+ vertexShader: [
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+ "varying vec2 vUv;",
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+ "void main() {",
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+ "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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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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+ "varying vec2 vUv;",
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+
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+ "uniform sampler2D tColors;",
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+ "uniform sampler2D tGodRays;",
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+
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+ "uniform vec2 vSunPositionScreenSpace;",
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+ "uniform float fGodRayIntensity;",
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+
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+ "void main() {",
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+ // Since THREE.MeshDepthMaterial renders foreground objects white and background
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+ // objects black, the god-rays will be white streaks. Therefore value is inverted
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+ // before being combined with tColors
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+ "gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity*vec4( 1.-texture2D( tGodRays, vUv ).r );",
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+ "gl_FragColor.a = 1.;",
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+ "}"
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+
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+ ].join("\n")
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},
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- /* -------------------------------------------------------------------------
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- // A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be
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- // cheaper/faster/simpler to implement this as a simple sun sprite.
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- ------------------------------------------------------------------------- */
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- 'godrays_fake_sun' : {
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-
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- uniforms: { vSunPositionScreenSpace: { type: "v2", value: new THREE.Vector2( 0.5, 0.5 ) },
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- fAspect: { type: "f", value: 1.0 },
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- },
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-
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- vertexShader: [
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- "varying vec2 vUv;",
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- "void main() {",
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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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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- "varying vec2 vUv;",
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-
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- "uniform vec2 vSunPositionScreenSpace;",
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- "uniform float fAspect;",
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-
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- "void main() {",
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- "vec2 diff = vUv-vSunPositionScreenSpace;",
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- // Correct for aspect ratio
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- "diff.x *= fAspect;",
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- "float prop = clamp(length(diff)/.5,0.,1.);",
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- "prop = .35*pow( 1.0 - prop, 3. ) ;",
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- "gl_FragColor = vec4(prop,prop,0.2,1.);",
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- "}"
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-
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- ].join("\n")
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+ /**
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+ * A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be
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+ * cheaper/faster/simpler to implement this as a simple sun sprite.
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+ */
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+ 'godrays_fake_sun': {
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+
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+ uniforms: {
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+ vSunPositionScreenSpace: {
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+ type: "v2",
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+ value: new THREE.Vector2( 0.5, 0.5 )
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+ },
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+ fAspect: {
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+ type: "f",
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+ value: 1.0
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+ },
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+ },
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+
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+ vertexShader: [
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+ "varying vec2 vUv;",
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+ "void main() {",
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+ "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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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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+ "varying vec2 vUv;",
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+
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+ "uniform vec2 vSunPositionScreenSpace;",
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+ "uniform float fAspect;",
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+
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+ "void main() {",
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+ "vec2 diff = vUv-vSunPositionScreenSpace;",
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+ // Correct for aspect ratio
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+ "diff.x *= fAspect;",
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+ "float prop = clamp(length(diff)/.5,0.,1.);",
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+ "prop = .35*pow( 1.0 - prop, 3. ) ;",
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+ "gl_FragColor = vec4(prop,prop,0.2,1.);",
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+ "}"
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+
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+ ].join("\n")
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+
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}
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- };
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-
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+
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+};
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