SkyShader.js 7.3 KB

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  1. /**
  2. * @author zz85 / https://github.com/zz85
  3. *
  4. * Based on "A Practical Analytic Model for Daylight"
  5. * aka The Preetham Model, the de facto standard analytic skydome model
  6. * http://www.cs.utah.edu/~shirley/papers/sunsky/sunsky.pdf
  7. *
  8. * First implemented by Simon Wallner
  9. * http://www.simonwallner.at/projects/atmospheric-scattering
  10. *
  11. * Improved by Martin Upitis
  12. * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR
  13. *
  14. * Three.js integration by zz85 http://twitter.com/blurspline
  15. */
  16. THREE.ShaderLib[ 'sky' ] = {
  17. uniforms: {
  18. luminance: { value: 1 },
  19. turbidity: { value: 2 },
  20. rayleigh: { value: 1 },
  21. mieCoefficient: { value: 0.005 },
  22. mieDirectionalG: { value: 0.8 },
  23. sunPosition: { value: new THREE.Vector3() }
  24. },
  25. vertexShader: [
  26. "uniform vec3 sunPosition;",
  27. "uniform float rayleigh;",
  28. "uniform float turbidity;",
  29. "uniform float mieCoefficient;",
  30. "varying vec3 vWorldPosition;",
  31. "varying vec3 vSunDirection;",
  32. "varying float vSunfade;",
  33. "varying vec3 vBetaR;",
  34. "varying vec3 vBetaM;",
  35. "varying float vSunE;",
  36. "const vec3 up = vec3( 0.0, 1.0, 0.0 );",
  37. // constants for atmospheric scattering
  38. "const float e = 2.71828182845904523536028747135266249775724709369995957;",
  39. "const float pi = 3.141592653589793238462643383279502884197169;",
  40. // wavelength of used primaries, according to preetham
  41. "const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );",
  42. // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function
  43. "const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );",
  44. // mie stuff
  45. // K coefficient for the primaries
  46. "const float v = 4.0;",
  47. "const vec3 K = vec3( 0.686, 0.678, 0.666 );",
  48. "const vec3 MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K;",
  49. // earth shadow hack
  50. "const float cutoffAngle = pi / 1.95;",
  51. "const float steepness = 1.5;",
  52. "const float EE = 1000.0;",
  53. "float sunIntensity( float zenithAngleCos )",
  54. "{",
  55. "zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );",
  56. "return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );",
  57. "}",
  58. "vec3 totalMie( float T )",
  59. "{",
  60. "float c = ( 0.2 * T ) * 10E-18;",
  61. "return 0.434 * c * MieConst;",
  62. "}",
  63. "void main() {",
  64. "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  65. "vWorldPosition = worldPosition.xyz;",
  66. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  67. "vSunDirection = normalize( sunPosition );",
  68. "vSunE = sunIntensity( dot( vSunDirection, up ) );",
  69. "vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );",
  70. "float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );",
  71. // extinction (absorbtion + out scattering)
  72. // rayleigh coefficients
  73. "vBetaR = totalRayleigh * rayleighCoefficient;",
  74. // mie coefficients
  75. "vBetaM = totalMie( turbidity ) * mieCoefficient;",
  76. "}",
  77. ].join( "\n" ),
  78. fragmentShader: [
  79. "varying vec3 vWorldPosition;",
  80. "varying vec3 vSunDirection;",
  81. "varying float vSunfade;",
  82. "varying vec3 vBetaR;",
  83. "varying vec3 vBetaM;",
  84. "varying float vSunE;",
  85. "uniform float luminance;",
  86. "uniform float mieDirectionalG;",
  87. "const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );",
  88. // constants for atmospheric scattering
  89. "const float pi = 3.141592653589793238462643383279502884197169;",
  90. "const float n = 1.0003;", // refractive index of air
  91. "const float N = 2.545E25;", // number of molecules per unit volume for air at
  92. // 288.15K and 1013mb (sea level -45 celsius)
  93. // optical length at zenith for molecules
  94. "const float rayleighZenithLength = 8.4E3;",
  95. "const float mieZenithLength = 1.25E3;",
  96. "const vec3 up = vec3( 0.0, 1.0, 0.0 );",
  97. // 66 arc seconds -> degrees, and the cosine of that
  98. "const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;",
  99. "const float THREE_OVER_SIXTEENPI = 3.0 / ( 16.0 * pi );",
  100. "const float ONE_OVER_FOURPI = ( 1.0 / ( 4.0 * pi ) );",
  101. "float rayleighPhase( float cosTheta )",
  102. "{",
  103. "return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );",
  104. "}",
  105. "float hgPhase( float cosTheta, float g )",
  106. "{",
  107. "float g2 = pow( g, 2.0 );",
  108. "float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );",
  109. "return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );",
  110. "}",
  111. // Filmic ToneMapping http://filmicgames.com/archives/75
  112. "const float A = 0.15;",
  113. "const float B = 0.50;",
  114. "const float C = 0.10;",
  115. "const float D = 0.20;",
  116. "const float E = 0.02;",
  117. "const float F = 0.30;",
  118. "const float whiteScale = 1.0748724675633854;", // 1.0 / Uncharted2Tonemap(1000.0)
  119. "vec3 Uncharted2Tonemap( vec3 x )",
  120. "{",
  121. "return ( ( x * ( A * x + C * B ) + D * E ) / ( x * ( A * x + B ) + D * F ) ) - E / F;",
  122. "}",
  123. "void main() ",
  124. "{",
  125. // optical length
  126. // cutoff angle at 90 to avoid singularity in next formula.
  127. "float zenithAngle = acos( max( 0.0, dot( up, normalize( vWorldPosition - cameraPos ) ) ) );",
  128. "float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );",
  129. "float sR = rayleighZenithLength * inverse;",
  130. "float sM = mieZenithLength * inverse;",
  131. // combined extinction factor
  132. "vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );",
  133. // in scattering
  134. "float cosTheta = dot( normalize( vWorldPosition - cameraPos ), vSunDirection );",
  135. "float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );",
  136. "vec3 betaRTheta = vBetaR * rPhase;",
  137. "float mPhase = hgPhase( cosTheta, mieDirectionalG );",
  138. "vec3 betaMTheta = vBetaM * mPhase;",
  139. "vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );",
  140. "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 ) );",
  141. //nightsky
  142. "vec3 direction = normalize( vWorldPosition - cameraPos );",
  143. "float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]",
  144. "float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]",
  145. "vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );",
  146. "vec3 L0 = vec3( 0.1 ) * Fex;",
  147. // composition + solar disc
  148. "float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );",
  149. "L0 += ( vSunE * 19000.0 * Fex ) * sundisk;",
  150. "vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );",
  151. "vec3 curr = Uncharted2Tonemap( ( log2( 2.0 / pow( luminance, 4.0 ) ) ) * texColor );",
  152. "vec3 color = curr * whiteScale;",
  153. "vec3 retColor = pow( color, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );",
  154. "gl_FragColor.rgb = retColor;",
  155. "gl_FragColor.a = 1.0;",
  156. "}",
  157. ].join( "\n" )
  158. };
  159. THREE.Sky = function () {
  160. var skyShader = THREE.ShaderLib[ "sky" ];
  161. var skyUniforms = THREE.UniformsUtils.clone( skyShader.uniforms );
  162. var skyMat = new THREE.ShaderMaterial( {
  163. fragmentShader: skyShader.fragmentShader,
  164. vertexShader: skyShader.vertexShader,
  165. uniforms: skyUniforms,
  166. side: THREE.BackSide
  167. } );
  168. var skyGeo = new THREE.SphereBufferGeometry( 450000, 32, 15 );
  169. var skyMesh = new THREE.Mesh( skyGeo, skyMat );
  170. // Expose variables
  171. this.mesh = skyMesh;
  172. this.uniforms = skyUniforms;
  173. };