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 the older totalRayleigh(vec3 lambda) function which was:
  43. // 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));
  44. "const vec3 totalRayleigh = vec3( 0.00000580453, 0.00001278534, 0.00002853075 );",
  45. // mie stuff
  46. // K coefficient for the primaries
  47. "const float v = 4.0;",
  48. "const vec3 K = vec3(0.686, 0.678, 0.666);",
  49. "const vec3 MieConst = pi * pow((2.0 * pi) / lambda, vec3(v - 2.0)) * K;",
  50. // earth shadow hack
  51. "const float cutoffAngle = pi/1.95;",
  52. "const float steepness = 1.5;",
  53. "const float EE = 1000.0;",
  54. "float sunIntensity(float zenithAngleCos)",
  55. "{",
  56. "zenithAngleCos = clamp(zenithAngleCos, -1.0, 1.0);",
  57. "return EE * max(0.0, 1.0 - pow(e, -((cutoffAngle - acos(zenithAngleCos))/steepness)));",
  58. "}",
  59. "vec3 totalMie(vec3 lambda, float T)",
  60. "{",
  61. "float c = (0.2 * T ) * 10E-18;",
  62. "return 0.434 * c * MieConst;",
  63. "}",
  64. "void main() {",
  65. "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  66. "vWorldPosition = worldPosition.xyz;",
  67. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  68. "vSunDirection = normalize(sunPosition);",
  69. "vSunE = sunIntensity(dot(vSunDirection, up));",
  70. "vSunfade = 1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);",
  71. "float rayleighCoefficient = rayleigh - (1.0 * (1.0-vSunfade));",
  72. // extinction (absorbtion + out scattering)
  73. // rayleigh coefficients
  74. "vBetaR = totalRayleigh * rayleighCoefficient;",
  75. // mie coefficients
  76. "vBetaM = totalMie(lambda, turbidity) * mieCoefficient;",
  77. "}",
  78. ].join( "\n" ),
  79. fragmentShader: [
  80. "varying vec3 vWorldPosition;",
  81. "varying vec3 vSunDirection;",
  82. "varying float vSunfade;",
  83. "varying vec3 vBetaR;",
  84. "varying vec3 vBetaM;",
  85. "varying float vSunE;",
  86. "uniform float luminance;",
  87. "uniform float mieDirectionalG;",
  88. "const vec3 cameraPos = vec3(0., 0., 0.);",
  89. // constants for atmospheric scattering
  90. "const float pi = 3.141592653589793238462643383279502884197169;",
  91. "const float n = 1.0003;", // refractive index of air
  92. "const float N = 2.545E25;", // number of molecules per unit volume for air at
  93. // 288.15K and 1013mb (sea level -45 celsius)
  94. // optical length at zenith for molecules
  95. "const float rayleighZenithLength = 8.4E3;",
  96. "const float mieZenithLength = 1.25E3;",
  97. "const vec3 up = vec3(0.0, 1.0, 0.0);",
  98. "const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;",
  99. // 66 arc seconds -> degrees, and the cosine of that
  100. "const float THREE_OVER_SIXTEENPI = 3.0 / (16.0 * pi);",
  101. "const float ONE_OVER_FOURPI = (1.0 / (4.0*pi));",
  102. "float rayleighPhase(float cosTheta)",
  103. "{",
  104. "return THREE_OVER_SIXTEENPI * (1.0 + pow(cosTheta, 2.0));",
  105. "}",
  106. "float hgPhase(float cosTheta, float g)",
  107. "{",
  108. "float g2 = pow(g, 2.0);",
  109. "float inverse = 1.0 / pow(1.0 - 2.0*g*cosTheta + g2, 1.5);",
  110. "return ONE_OVER_FOURPI * ((1.0 - g2) * inverse);",
  111. "}",
  112. // Filmic ToneMapping http://filmicgames.com/archives/75
  113. "const float A = 0.15;",
  114. "const float B = 0.50;",
  115. "const float C = 0.10;",
  116. "const float D = 0.20;",
  117. "const float E = 0.02;",
  118. "const float F = 0.30;",
  119. "const float whiteScale = 1.0748724675633854;", // 1.0 / Uncharted2Tonemap(1000.0)
  120. "vec3 Uncharted2Tonemap(vec3 x)",
  121. "{",
  122. "return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;",
  123. "}",
  124. "void main() ",
  125. "{",
  126. // optical length
  127. // cutoff angle at 90 to avoid singularity in next formula.
  128. "float zenithAngle = acos(max(0.0, dot(up, normalize(vWorldPosition - cameraPos))));",
  129. "float inverse = 1.0 / (cos(zenithAngle) + 0.15 * pow(93.885 - ((zenithAngle * 180.0) / pi), -1.253));",
  130. "float sR = rayleighZenithLength * inverse;",
  131. "float sM = mieZenithLength * inverse;",
  132. // combined extinction factor
  133. "vec3 Fex = exp(-(vBetaR * sR + vBetaM * sM));",
  134. // in scattering
  135. "float cosTheta = dot(normalize(vWorldPosition - cameraPos), vSunDirection);",
  136. "float rPhase = rayleighPhase(cosTheta*0.5+0.5);",
  137. "vec3 betaRTheta = vBetaR * rPhase;",
  138. "float mPhase = hgPhase(cosTheta, mieDirectionalG);",
  139. "vec3 betaMTheta = vBetaM * mPhase;",
  140. "vec3 Lin = pow(vSunE * ((betaRTheta + betaMTheta) / (vBetaR + vBetaM)) * (1.0 - Fex),vec3(1.5));",
  141. "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));",
  142. //nightsky
  143. "vec3 direction = normalize(vWorldPosition - cameraPos);",
  144. "float theta = acos(direction.y); // elevation --> y-axis, [-pi/2, pi/2]",
  145. "float phi = atan(direction.z, direction.x); // azimuth --> x-axis [-pi/2, pi/2]",
  146. "vec2 uv = vec2(phi, theta) / vec2(2.0*pi, pi) + vec2(0.5, 0.0);",
  147. "vec3 L0 = vec3(0.1) * Fex;",
  148. // composition + solar disc
  149. "float sundisk = smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);",
  150. "L0 += (vSunE * 19000.0 * Fex)*sundisk;",
  151. "vec3 texColor = (Lin+L0) * 0.04 + vec3(0.0, 0.0003, 0.00075);",
  152. "vec3 curr = Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);",
  153. "vec3 color = curr*whiteScale;",
  154. "vec3 retColor = pow(color,vec3(1.0/(1.2+(1.2*vSunfade))));",
  155. "gl_FragColor.rgb = retColor;",
  156. "gl_FragColor.a = 1.0;",
  157. "}",
  158. ].join( "\n" )
  159. };
  160. THREE.Sky = function () {
  161. var skyShader = THREE.ShaderLib[ "sky" ];
  162. var skyUniforms = THREE.UniformsUtils.clone( skyShader.uniforms );
  163. var skyMat = new THREE.ShaderMaterial( {
  164. fragmentShader: skyShader.fragmentShader,
  165. vertexShader: skyShader.vertexShader,
  166. uniforms: skyUniforms,
  167. side: THREE.BackSide
  168. } );
  169. var skyGeo = new THREE.SphereBufferGeometry( 450000, 32, 15 );
  170. var skyMesh = new THREE.Mesh( skyGeo, skyMat );
  171. // Expose variables
  172. this.mesh = skyMesh;
  173. this.uniforms = skyUniforms;
  174. };