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@@ -75,6 +75,14 @@ THREE.ShaderLib['sky'] = {
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"const float e = 2.71828182845904523536028747135266249775724709369995957;",
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"const float e = 2.71828182845904523536028747135266249775724709369995957;",
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"const float pi = 3.141592653589793238462643383279502884197169;",
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"const float pi = 3.141592653589793238462643383279502884197169;",
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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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+
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"// mie stuff",
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"// mie stuff",
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"// K coefficient for the primaries",
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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 vec3 K = vec3(0.686, 0.678, 0.666);",
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@@ -93,10 +101,18 @@ THREE.ShaderLib['sky'] = {
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"const float cutoffAngle = pi/1.95;",
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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 steepness = 1.5;",
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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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"// A simplied version of the total Reayleigh scattering to works on browsers that use ANGLE",
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- "vec3 totalRayleigh()",
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+ "vec3 simplifiedRayleigh()",
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"{",
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"{",
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"return 0.0005 / vec3(94, 40, 18);",
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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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"}",
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"float rayleighPhase(float cosTheta)",
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"float rayleighPhase(float cosTheta)",
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@@ -156,7 +172,9 @@ THREE.ShaderLib['sky'] = {
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"// extinction (absorbtion + out scattering) ",
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"// extinction (absorbtion + out scattering) ",
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"// rayleigh coefficients",
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"// rayleigh coefficients",
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- "vec3 betaR = totalRayleigh() * reileighCoefficient;",
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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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"// mie coefficients",
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"// mie coefficients",
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"vec3 betaM = totalMie(lambda, K, turbidity) * mieCoefficient;",
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"vec3 betaM = totalMie(lambda, K, turbidity) * mieCoefficient;",
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@@ -248,4 +266,4 @@ THREE.Sky = function () {
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this.uniforms = skyUniforms;
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this.uniforms = skyUniforms;
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-};
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+};
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