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@@ -107,6 +107,14 @@ THREE.ShaderLib['sky'] = {
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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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+ // 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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+ "vec3 simplifiedRayleigh()",
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+ "{",
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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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"{ ",
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"return (3.0 / (16.0*pi)) * (1.0 + pow(cosTheta, 2.0));",
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@@ -164,7 +172,9 @@ THREE.ShaderLib['sky'] = {
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"// extinction (absorbtion + out scattering) ",
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"// rayleigh coefficients",
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- "vec3 betaR = totalRayleigh(lambda) * 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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"vec3 betaM = totalMie(lambda, K, turbidity) * mieCoefficient;",
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@@ -257,4 +267,3 @@ THREE.Sky = function () {
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};
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-
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