SkyShader.js 6.9 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. // mie stuff
  41. // K coefficient for the primaries
  42. "const float v = 4.0;",
  43. "const vec3 K = vec3(0.686, 0.678, 0.666);",
  44. // see http://blenderartists.org/forum/showthread.php?321110-Shaders-and-Skybox-madness
  45. // A simplied version of the total Reayleigh scattering to works on browsers that use ANGLE
  46. "const vec3 simplifiedRayleigh = 0.0005 / vec3(94, 40, 18);",
  47. // wavelength of used primaries, according to preetham
  48. "const vec3 lambda = vec3(680E-9, 550E-9, 450E-9);",
  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. "return EE * max(0.0, 1.0 - pow(e, -((cutoffAngle - acos(zenithAngleCos))/steepness)));",
  56. "}",
  57. "vec3 totalMie(vec3 lambda, float T)",
  58. "{",
  59. "float c = (0.2 * T ) * 10E-18;",
  60. "return 0.434 * c * pi * pow((2.0 * pi) / lambda, vec3(v - 2.0)) * K;",
  61. "}",
  62. "void main() {",
  63. "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  64. "vWorldPosition = worldPosition.xyz;",
  65. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  66. "vSunDirection = normalize(sunPosition);",
  67. "vSunE = sunIntensity(dot(vSunDirection, up));",
  68. "vSunfade = 1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);",
  69. "float rayleighCoefficient = rayleigh - (1.0 * (1.0-vSunfade));",
  70. // extinction (absorbtion + out scattering)
  71. // rayleigh coefficients
  72. "vBetaR = simplifiedRayleigh * rayleighCoefficient;",
  73. // mie coefficients
  74. "vBetaM = totalMie(lambda, turbidity) * mieCoefficient;",
  75. "}",
  76. ].join( "\n" ),
  77. fragmentShader: [
  78. "varying vec3 vWorldPosition;",
  79. "varying vec3 vSunDirection;",
  80. "varying float vSunfade;",
  81. "varying vec3 vBetaR;",
  82. "varying vec3 vBetaM;",
  83. "varying float vSunE;",
  84. "uniform float luminance;",
  85. "uniform float mieDirectionalG;",
  86. "const vec3 cameraPos = vec3(0., 0., 0.);",
  87. // constants for atmospheric scattering
  88. "const float pi = 3.141592653589793238462643383279502884197169;",
  89. "const float n = 1.0003;", // refractive index of air
  90. "const float N = 2.545E25;", // number of molecules per unit volume for air at
  91. // 288.15K and 1013mb (sea level -45 celsius)
  92. // optical length at zenith for molecules
  93. "const float rayleighZenithLength = 8.4E3;",
  94. "const float mieZenithLength = 1.25E3;",
  95. "const vec3 up = vec3(0.0, 1.0, 0.0);",
  96. "const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;",
  97. // 66 arc seconds -> degrees, and the cosine of that
  98. "float rayleighPhase(float cosTheta)",
  99. "{",
  100. "return (3.0 / (16.0*pi)) * (1.0 + pow(cosTheta, 2.0));",
  101. "}",
  102. "float hgPhase(float cosTheta, float g)",
  103. "{",
  104. "return (1.0 / (4.0*pi)) * ((1.0 - pow(g, 2.0)) / pow(1.0 - 2.0*g*cosTheta + pow(g, 2.0), 1.5));",
  105. "}",
  106. // Filmic ToneMapping http://filmicgames.com/archives/75
  107. "const float A = 0.15;",
  108. "const float B = 0.50;",
  109. "const float C = 0.10;",
  110. "const float D = 0.20;",
  111. "const float E = 0.02;",
  112. "const float F = 0.30;",
  113. "const float whiteScale = 1.0748724675633854;", // 1.0 / Uncharted2Tonemap(1000.0)
  114. "vec3 Uncharted2Tonemap(vec3 x)",
  115. "{",
  116. "return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;",
  117. "}",
  118. "void main() ",
  119. "{",
  120. // optical length
  121. // cutoff angle at 90 to avoid singularity in next formula.
  122. "float zenithAngle = acos(max(0.0, dot(up, normalize(vWorldPosition - cameraPos))));",
  123. "float sR = rayleighZenithLength / (cos(zenithAngle) + 0.15 * pow(93.885 - ((zenithAngle * 180.0) / pi), -1.253));",
  124. "float sM = mieZenithLength / (cos(zenithAngle) + 0.15 * pow(93.885 - ((zenithAngle * 180.0) / pi), -1.253));",
  125. // combined extinction factor
  126. "vec3 Fex = exp(-(vBetaR * sR + vBetaM * sM));",
  127. // in scattering
  128. "float cosTheta = dot(normalize(vWorldPosition - cameraPos), vSunDirection);",
  129. "float rPhase = rayleighPhase(cosTheta*0.5+0.5);",
  130. "vec3 betaRTheta = vBetaR * rPhase;",
  131. "float mPhase = hgPhase(cosTheta, mieDirectionalG);",
  132. "vec3 betaMTheta = vBetaM * mPhase;",
  133. "vec3 Lin = pow(vSunE * ((betaRTheta + betaMTheta) / (vBetaR + vBetaM)) * (1.0 - Fex),vec3(1.5));",
  134. "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));",
  135. //nightsky
  136. "vec3 direction = normalize(vWorldPosition - cameraPos);",
  137. "float theta = acos(direction.y); // elevation --> y-axis, [-pi/2, pi/2]",
  138. "float phi = atan(direction.z, direction.x); // azimuth --> x-axis [-pi/2, pi/2]",
  139. "vec2 uv = vec2(phi, theta) / vec2(2.0*pi, pi) + vec2(0.5, 0.0);",
  140. "vec3 L0 = vec3(0.1) * Fex;",
  141. // composition + solar disc
  142. "float sundisk = smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);",
  143. "L0 += (vSunE * 19000.0 * Fex)*sundisk;",
  144. "vec3 texColor = (Lin+L0) * 0.04 + vec3(0.0, 0.0003, 0.00075);",
  145. "vec3 curr = Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);",
  146. "vec3 color = curr*whiteScale;",
  147. "vec3 retColor = pow(color,vec3(1.0/(1.2+(1.2*vSunfade))));",
  148. "gl_FragColor.rgb = retColor;",
  149. "gl_FragColor.a = 1.0;",
  150. "}",
  151. ].join( "\n" )
  152. };
  153. THREE.Sky = function () {
  154. var skyShader = THREE.ShaderLib[ "sky" ];
  155. var skyUniforms = THREE.UniformsUtils.clone( skyShader.uniforms );
  156. var skyMat = new THREE.ShaderMaterial( {
  157. fragmentShader: skyShader.fragmentShader,
  158. vertexShader: skyShader.vertexShader,
  159. uniforms: skyUniforms,
  160. side: THREE.BackSide
  161. } );
  162. var skyGeo = new THREE.SphereBufferGeometry( 450000, 32, 15 );
  163. var skyMesh = new THREE.Mesh( skyGeo, skyMat );
  164. // Expose variables
  165. this.mesh = skyMesh;
  166. this.uniforms = skyUniforms;
  167. };