GodRaysShader.js 6.7 KB

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  1. /**
  2. * God-rays (crepuscular rays)
  3. *
  4. * Similar implementation to the one used by Crytek for CryEngine 2 [Sousa2008].
  5. * Blurs a mask generated from the depth map along radial lines emanating from the light
  6. * source. The blur repeatedly applies a blur filter of increasing support but constant
  7. * sample count to produce a blur filter with large support.
  8. *
  9. * My implementation performs 3 passes, similar to the implementation from Sousa. I found
  10. * just 6 samples per pass produced acceptible results. The blur is applied three times,
  11. * with decreasing filter support. The result is equivalent to a single pass with
  12. * 6*6*6 = 216 samples.
  13. *
  14. * References:
  15. *
  16. * Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt
  17. */
  18. THREE.GodRaysDepthMaskShader = {
  19. uniforms: {
  20. tInput: {
  21. value: null
  22. }
  23. },
  24. vertexShader: [
  25. "varying vec2 vUv;",
  26. "void main() {",
  27. " vUv = uv;",
  28. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  29. "}"
  30. ].join( "\n" ),
  31. fragmentShader: [
  32. "varying vec2 vUv;",
  33. "uniform sampler2D tInput;",
  34. "void main() {",
  35. " gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );",
  36. "}"
  37. ].join( "\n" )
  38. };
  39. /**
  40. * The god-ray generation shader.
  41. *
  42. * First pass:
  43. *
  44. * The depth map is blurred along radial lines towards the "sun". The
  45. * output is written to a temporary render target (I used a 1/4 sized
  46. * target).
  47. *
  48. * Pass two & three:
  49. *
  50. * The results of the previous pass are re-blurred, each time with a
  51. * decreased distance between samples.
  52. */
  53. THREE.GodRaysGenerateShader = {
  54. uniforms: {
  55. tInput: {
  56. value: null
  57. },
  58. fStepSize: {
  59. value: 1.0
  60. },
  61. vSunPositionScreenSpace: {
  62. value: new THREE.Vector3()
  63. }
  64. },
  65. vertexShader: [
  66. "varying vec2 vUv;",
  67. "void main() {",
  68. " vUv = uv;",
  69. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  70. "}"
  71. ].join( "\n" ),
  72. fragmentShader: [
  73. "#define TAPS_PER_PASS 6.0",
  74. "varying vec2 vUv;",
  75. "uniform sampler2D tInput;",
  76. "uniform vec3 vSunPositionScreenSpace;",
  77. "uniform float fStepSize;", // filter step size
  78. "void main() {",
  79. // delta from current pixel to "sun" position
  80. " vec2 delta = vSunPositionScreenSpace.xy - vUv;",
  81. " float dist = length( delta );",
  82. // Step vector (uv space)
  83. " vec2 stepv = fStepSize * delta / dist;",
  84. // Number of iterations between pixel and sun
  85. " float iters = dist/fStepSize;",
  86. " vec2 uv = vUv.xy;",
  87. " float col = 0.0;",
  88. // This breaks ANGLE in Chrome 22
  89. // - see http://code.google.com/p/chromium/issues/detail?id=153105
  90. /*
  91. // Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
  92. // so i've just left the loop
  93. "for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
  94. // Accumulate samples, making sure we dont walk past the light source.
  95. // The check for uv.y < 1 would not be necessary with "border" UV wrap
  96. // mode, with a black border color. I don't think this is currently
  97. // exposed by three.js. As a result there might be artifacts when the
  98. // sun is to the left, right or bottom of screen as these cases are
  99. // not specifically handled.
  100. " col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
  101. " uv += stepv;",
  102. "}",
  103. */
  104. // Unrolling loop manually makes it work in ANGLE
  105. " float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) );", // used to fade out godrays
  106. " if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
  107. " uv += stepv;",
  108. " if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
  109. " uv += stepv;",
  110. " if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
  111. " uv += stepv;",
  112. " if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
  113. " uv += stepv;",
  114. " if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
  115. " uv += stepv;",
  116. " if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
  117. " uv += stepv;",
  118. // Should technically be dividing by 'iters', but 'TAPS_PER_PASS' smooths out
  119. // objectionable artifacts, in particular near the sun position. The side
  120. // effect is that the result is darker than it should be around the sun, as
  121. // TAPS_PER_PASS is greater than the number of samples actually accumulated.
  122. // When the result is inverted (in the shader 'godrays_combine', this produces
  123. // a slight bright spot at the position of the sun, even when it is occluded.
  124. " gl_FragColor = vec4( col/TAPS_PER_PASS );",
  125. " gl_FragColor.a = 1.0;",
  126. "}"
  127. ].join( "\n" )
  128. };
  129. /**
  130. * Additively applies god rays from texture tGodRays to a background (tColors).
  131. * fGodRayIntensity attenuates the god rays.
  132. */
  133. THREE.GodRaysCombineShader = {
  134. uniforms: {
  135. tColors: {
  136. value: null
  137. },
  138. tGodRays: {
  139. value: null
  140. },
  141. fGodRayIntensity: {
  142. value: 0.69
  143. }
  144. },
  145. vertexShader: [
  146. "varying vec2 vUv;",
  147. "void main() {",
  148. " vUv = uv;",
  149. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  150. "}"
  151. ].join( "\n" ),
  152. fragmentShader: [
  153. "varying vec2 vUv;",
  154. "uniform sampler2D tColors;",
  155. "uniform sampler2D tGodRays;",
  156. "uniform float fGodRayIntensity;",
  157. "void main() {",
  158. // Since THREE.MeshDepthMaterial renders foreground objects white and background
  159. // objects black, the god-rays will be white streaks. Therefore value is inverted
  160. // before being combined with tColors
  161. " gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );",
  162. " gl_FragColor.a = 1.0;",
  163. "}"
  164. ].join( "\n" )
  165. };
  166. /**
  167. * A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be
  168. * cheaper/faster/simpler to implement this as a simple sun sprite.
  169. */
  170. THREE.GodRaysFakeSunShader = {
  171. uniforms: {
  172. vSunPositionScreenSpace: {
  173. value: new THREE.Vector3()
  174. },
  175. fAspect: {
  176. value: 1.0
  177. },
  178. sunColor: {
  179. value: new THREE.Color( 0xffee00 )
  180. },
  181. bgColor: {
  182. value: new THREE.Color( 0x000000 )
  183. }
  184. },
  185. vertexShader: [
  186. "varying vec2 vUv;",
  187. "void main() {",
  188. " vUv = uv;",
  189. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  190. "}"
  191. ].join( "\n" ),
  192. fragmentShader: [
  193. "varying vec2 vUv;",
  194. "uniform vec3 vSunPositionScreenSpace;",
  195. "uniform float fAspect;",
  196. "uniform vec3 sunColor;",
  197. "uniform vec3 bgColor;",
  198. "void main() {",
  199. " vec2 diff = vUv - vSunPositionScreenSpace.xy;",
  200. // Correct for aspect ratio
  201. " diff.x *= fAspect;",
  202. " float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );",
  203. " prop = 0.35 * pow( 1.0 - prop, 3.0 );",
  204. " gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;",
  205. " gl_FragColor.w = 1.0;",
  206. "}"
  207. ].join( "\n" )
  208. };