GodRaysShader.js 7.0 KB

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  1. console.warn( "THREE.GodRaysShader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
  2. /**
  3. * God-rays (crepuscular rays)
  4. *
  5. * Similar implementation to the one used by Crytek for CryEngine 2 [Sousa2008].
  6. * Blurs a mask generated from the depth map along radial lines emanating from the light
  7. * source. The blur repeatedly applies a blur filter of increasing support but constant
  8. * sample count to produce a blur filter with large support.
  9. *
  10. * My implementation performs 3 passes, similar to the implementation from Sousa. I found
  11. * just 6 samples per pass produced acceptible results. The blur is applied three times,
  12. * with decreasing filter support. The result is equivalent to a single pass with
  13. * 6*6*6 = 216 samples.
  14. *
  15. * References:
  16. *
  17. * Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt
  18. */
  19. THREE.GodRaysDepthMaskShader = {
  20. uniforms: {
  21. tInput: {
  22. value: null
  23. }
  24. },
  25. vertexShader: [
  26. "varying vec2 vUv;",
  27. "void main() {",
  28. " vUv = uv;",
  29. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  30. "}"
  31. ].join( "\n" ),
  32. fragmentShader: [
  33. "varying vec2 vUv;",
  34. "uniform sampler2D tInput;",
  35. "void main() {",
  36. " gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );",
  37. "}"
  38. ].join( "\n" )
  39. };
  40. /**
  41. * The god-ray generation shader.
  42. *
  43. * First pass:
  44. *
  45. * The depth map is blurred along radial lines towards the "sun". The
  46. * output is written to a temporary render target (I used a 1/4 sized
  47. * target).
  48. *
  49. * Pass two & three:
  50. *
  51. * The results of the previous pass are re-blurred, each time with a
  52. * decreased distance between samples.
  53. */
  54. THREE.GodRaysGenerateShader = {
  55. uniforms: {
  56. tInput: {
  57. value: null
  58. },
  59. fStepSize: {
  60. value: 1.0
  61. },
  62. vSunPositionScreenSpace: {
  63. value: new THREE.Vector3()
  64. }
  65. },
  66. vertexShader: [
  67. "varying vec2 vUv;",
  68. "void main() {",
  69. " vUv = uv;",
  70. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  71. "}"
  72. ].join( "\n" ),
  73. fragmentShader: [
  74. "#define TAPS_PER_PASS 6.0",
  75. "varying vec2 vUv;",
  76. "uniform sampler2D tInput;",
  77. "uniform vec3 vSunPositionScreenSpace;",
  78. "uniform float fStepSize;", // filter step size
  79. "void main() {",
  80. // delta from current pixel to "sun" position
  81. " vec2 delta = vSunPositionScreenSpace.xy - vUv;",
  82. " float dist = length( delta );",
  83. // Step vector (uv space)
  84. " vec2 stepv = fStepSize * delta / dist;",
  85. // Number of iterations between pixel and sun
  86. " float iters = dist/fStepSize;",
  87. " vec2 uv = vUv.xy;",
  88. " float col = 0.0;",
  89. // This breaks ANGLE in Chrome 22
  90. // - see http://code.google.com/p/chromium/issues/detail?id=153105
  91. /*
  92. // Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
  93. // so i've just left the loop
  94. "for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
  95. // Accumulate samples, making sure we dont walk past the light source.
  96. // The check for uv.y < 1 would not be necessary with "border" UV wrap
  97. // mode, with a black border color. I don't think this is currently
  98. // exposed by three.js. As a result there might be artifacts when the
  99. // sun is to the left, right or bottom of screen as these cases are
  100. // not specifically handled.
  101. " col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
  102. " uv += stepv;",
  103. "}",
  104. */
  105. // Unrolling loop manually makes it work in ANGLE
  106. " float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) );", // used to fade out godrays
  107. " if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
  108. " uv += stepv;",
  109. " if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
  110. " uv += stepv;",
  111. " if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
  112. " uv += stepv;",
  113. " if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
  114. " uv += stepv;",
  115. " if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
  116. " uv += stepv;",
  117. " if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
  118. " uv += stepv;",
  119. // Should technically be dividing by 'iters', but 'TAPS_PER_PASS' smooths out
  120. // objectionable artifacts, in particular near the sun position. The side
  121. // effect is that the result is darker than it should be around the sun, as
  122. // TAPS_PER_PASS is greater than the number of samples actually accumulated.
  123. // When the result is inverted (in the shader 'godrays_combine', this produces
  124. // a slight bright spot at the position of the sun, even when it is occluded.
  125. " gl_FragColor = vec4( col/TAPS_PER_PASS );",
  126. " gl_FragColor.a = 1.0;",
  127. "}"
  128. ].join( "\n" )
  129. };
  130. /**
  131. * Additively applies god rays from texture tGodRays to a background (tColors).
  132. * fGodRayIntensity attenuates the god rays.
  133. */
  134. THREE.GodRaysCombineShader = {
  135. uniforms: {
  136. tColors: {
  137. value: null
  138. },
  139. tGodRays: {
  140. value: null
  141. },
  142. fGodRayIntensity: {
  143. value: 0.69
  144. }
  145. },
  146. vertexShader: [
  147. "varying vec2 vUv;",
  148. "void main() {",
  149. " vUv = uv;",
  150. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  151. "}"
  152. ].join( "\n" ),
  153. fragmentShader: [
  154. "varying vec2 vUv;",
  155. "uniform sampler2D tColors;",
  156. "uniform sampler2D tGodRays;",
  157. "uniform float fGodRayIntensity;",
  158. "void main() {",
  159. // Since THREE.MeshDepthMaterial renders foreground objects white and background
  160. // objects black, the god-rays will be white streaks. Therefore value is inverted
  161. // before being combined with tColors
  162. " gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );",
  163. " gl_FragColor.a = 1.0;",
  164. "}"
  165. ].join( "\n" )
  166. };
  167. /**
  168. * A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be
  169. * cheaper/faster/simpler to implement this as a simple sun sprite.
  170. */
  171. THREE.GodRaysFakeSunShader = {
  172. uniforms: {
  173. vSunPositionScreenSpace: {
  174. value: new THREE.Vector3()
  175. },
  176. fAspect: {
  177. value: 1.0
  178. },
  179. sunColor: {
  180. value: new THREE.Color( 0xffee00 )
  181. },
  182. bgColor: {
  183. value: new THREE.Color( 0x000000 )
  184. }
  185. },
  186. vertexShader: [
  187. "varying vec2 vUv;",
  188. "void main() {",
  189. " vUv = uv;",
  190. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  191. "}"
  192. ].join( "\n" ),
  193. fragmentShader: [
  194. "varying vec2 vUv;",
  195. "uniform vec3 vSunPositionScreenSpace;",
  196. "uniform float fAspect;",
  197. "uniform vec3 sunColor;",
  198. "uniform vec3 bgColor;",
  199. "void main() {",
  200. " vec2 diff = vUv - vSunPositionScreenSpace.xy;",
  201. // Correct for aspect ratio
  202. " diff.x *= fAspect;",
  203. " float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );",
  204. " prop = 0.35 * pow( 1.0 - prop, 3.0 );",
  205. " gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;",
  206. " gl_FragColor.w = 1.0;",
  207. "}"
  208. ].join( "\n" )
  209. };