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