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- console.warn( "THREE.OceanShaders: 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." );
- // Description: A deep water ocean shader set
- // based on an implementation of a Tessendorf Waves
- // originally presented by David Li ( www.david.li/waves )
- // The general method is to apply shaders to simulation Framebuffers
- // and then sample these framebuffers when rendering the ocean mesh
- // The set uses 7 shaders:
- // -- Simulation shaders
- // [1] ocean_sim_vertex -> Vertex shader used to set up a 2x2 simulation plane centered at (0,0)
- // [2] ocean_subtransform -> Fragment shader used to subtransform the mesh (generates the displacement map)
- // [3] ocean_initial_spectrum -> Fragment shader used to set intitial wave frequency at a texel coordinate
- // [4] ocean_phase -> Fragment shader used to set wave phase at a texel coordinate
- // [5] ocean_spectrum -> Fragment shader used to set current wave frequency at a texel coordinate
- // [6] ocean_normal -> Fragment shader used to set face normals at a texel coordinate
- // -- Rendering Shader
- // [7] ocean_main -> Vertex and Fragment shader used to create the final render
- THREE.OceanShaders = {};
- THREE.OceanShaders[ "ocean_sim_vertex" ] = {
- vertexShader: [
- "varying vec2 vUV;",
- "void main (void) {",
- " vUV = position.xy * 0.5 + 0.5;",
- " gl_Position = vec4(position, 1.0 );",
- "}"
- ].join( "\n" )
- };
- THREE.OceanShaders[ "ocean_subtransform" ] = {
- uniforms: {
- "u_input": { value: null },
- "u_transformSize": { value: 512.0 },
- "u_subtransformSize": { value: 250.0 }
- },
- fragmentShader: [
- //GPU FFT using a Stockham formulation
- "precision highp float;",
- "#include <common>",
- "uniform sampler2D u_input;",
- "uniform float u_transformSize;",
- "uniform float u_subtransformSize;",
- "varying vec2 vUV;",
- "vec2 multiplyComplex (vec2 a, vec2 b) {",
- " return vec2(a[0] * b[0] - a[1] * b[1], a[1] * b[0] + a[0] * b[1]);",
- "}",
- "void main (void) {",
- " #ifdef HORIZONTAL",
- " float index = vUV.x * u_transformSize - 0.5;",
- " #else",
- " float index = vUV.y * u_transformSize - 0.5;",
- " #endif",
- " float evenIndex = floor(index / u_subtransformSize) * (u_subtransformSize * 0.5) + mod(index, u_subtransformSize * 0.5);",
- //transform two complex sequences simultaneously
- " #ifdef HORIZONTAL",
- " vec4 even = texture2D(u_input, vec2(evenIndex + 0.5, gl_FragCoord.y) / u_transformSize).rgba;",
- " vec4 odd = texture2D(u_input, vec2(evenIndex + u_transformSize * 0.5 + 0.5, gl_FragCoord.y) / u_transformSize).rgba;",
- " #else",
- " vec4 even = texture2D(u_input, vec2(gl_FragCoord.x, evenIndex + 0.5) / u_transformSize).rgba;",
- " vec4 odd = texture2D(u_input, vec2(gl_FragCoord.x, evenIndex + u_transformSize * 0.5 + 0.5) / u_transformSize).rgba;",
- " #endif",
- " float twiddleArgument = -2.0 * PI * (index / u_subtransformSize);",
- " vec2 twiddle = vec2(cos(twiddleArgument), sin(twiddleArgument));",
- " vec2 outputA = even.xy + multiplyComplex(twiddle, odd.xy);",
- " vec2 outputB = even.zw + multiplyComplex(twiddle, odd.zw);",
- " gl_FragColor = vec4(outputA, outputB);",
- "}"
- ].join( "\n" )
- };
- THREE.OceanShaders[ "ocean_initial_spectrum" ] = {
- uniforms: {
- "u_wind": { value: new THREE.Vector2( 10.0, 10.0 ) },
- "u_resolution": { value: 512.0 },
- "u_size": { value: 250.0 }
- },
- vertexShader: [
- "void main (void) {",
- " gl_Position = vec4(position, 1.0);",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "precision highp float;",
- "#include <common>",
- "const float G = 9.81;",
- "const float KM = 370.0;",
- "const float CM = 0.23;",
- "uniform vec2 u_wind;",
- "uniform float u_resolution;",
- "uniform float u_size;",
- "float omega (float k) {",
- " return sqrt(G * k * (1.0 + pow2(k / KM)));",
- "}",
- "#if __VERSION__ == 100",
- "float tanh (float x) {",
- " return (1.0 - exp(-2.0 * x)) / (1.0 + exp(-2.0 * x));",
- "}",
- "#endif",
- "void main (void) {",
- " vec2 coordinates = gl_FragCoord.xy - 0.5;",
- " float n = (coordinates.x < u_resolution * 0.5) ? coordinates.x : coordinates.x - u_resolution;",
- " float m = (coordinates.y < u_resolution * 0.5) ? coordinates.y : coordinates.y - u_resolution;",
- " vec2 K = (2.0 * PI * vec2(n, m)) / u_size;",
- " float k = length(K);",
- " float l_wind = length(u_wind);",
- " float Omega = 0.84;",
- " float kp = G * pow2(Omega / l_wind);",
- " float c = omega(k) / k;",
- " float cp = omega(kp) / kp;",
- " float Lpm = exp(-1.25 * pow2(kp / k));",
- " float gamma = 1.7;",
- " float sigma = 0.08 * (1.0 + 4.0 * pow(Omega, -3.0));",
- " float Gamma = exp(-pow2(sqrt(k / kp) - 1.0) / 2.0 * pow2(sigma));",
- " float Jp = pow(gamma, Gamma);",
- " float Fp = Lpm * Jp * exp(-Omega / sqrt(10.0) * (sqrt(k / kp) - 1.0));",
- " float alphap = 0.006 * sqrt(Omega);",
- " float Bl = 0.5 * alphap * cp / c * Fp;",
- " float z0 = 0.000037 * pow2(l_wind) / G * pow(l_wind / cp, 0.9);",
- " float uStar = 0.41 * l_wind / log(10.0 / z0);",
- " float alpham = 0.01 * ((uStar < CM) ? (1.0 + log(uStar / CM)) : (1.0 + 3.0 * log(uStar / CM)));",
- " float Fm = exp(-0.25 * pow2(k / KM - 1.0));",
- " float Bh = 0.5 * alpham * CM / c * Fm * Lpm;",
- " float a0 = log(2.0) / 4.0;",
- " float am = 0.13 * uStar / CM;",
- " float Delta = tanh(a0 + 4.0 * pow(c / cp, 2.5) + am * pow(CM / c, 2.5));",
- " float cosPhi = dot(normalize(u_wind), normalize(K));",
- " float S = (1.0 / (2.0 * PI)) * pow(k, -4.0) * (Bl + Bh) * (1.0 + Delta * (2.0 * cosPhi * cosPhi - 1.0));",
- " float dk = 2.0 * PI / u_size;",
- " float h = sqrt(S / 2.0) * dk;",
- " if (K.x == 0.0 && K.y == 0.0) {",
- " h = 0.0;", //no DC term
- " }",
- " gl_FragColor = vec4(h, 0.0, 0.0, 0.0);",
- "}"
- ].join( "\n" )
- };
- THREE.OceanShaders[ "ocean_phase" ] = {
- uniforms: {
- "u_phases": { value: null },
- "u_deltaTime": { value: null },
- "u_resolution": { value: null },
- "u_size": { value: null }
- },
- fragmentShader: [
- "precision highp float;",
- "#include <common>",
- "const float G = 9.81;",
- "const float KM = 370.0;",
- "varying vec2 vUV;",
- "uniform sampler2D u_phases;",
- "uniform float u_deltaTime;",
- "uniform float u_resolution;",
- "uniform float u_size;",
- "float omega (float k) {",
- " return sqrt(G * k * (1.0 + k * k / KM * KM));",
- "}",
- "void main (void) {",
- " float deltaTime = 1.0 / 60.0;",
- " vec2 coordinates = gl_FragCoord.xy - 0.5;",
- " float n = (coordinates.x < u_resolution * 0.5) ? coordinates.x : coordinates.x - u_resolution;",
- " float m = (coordinates.y < u_resolution * 0.5) ? coordinates.y : coordinates.y - u_resolution;",
- " vec2 waveVector = (2.0 * PI * vec2(n, m)) / u_size;",
- " float phase = texture2D(u_phases, vUV).r;",
- " float deltaPhase = omega(length(waveVector)) * u_deltaTime;",
- " phase = mod(phase + deltaPhase, 2.0 * PI);",
- " gl_FragColor = vec4(phase, 0.0, 0.0, 0.0);",
- "}"
- ].join( "\n" )
- };
- THREE.OceanShaders[ "ocean_spectrum" ] = {
- uniforms: {
- "u_size": { value: null },
- "u_resolution": { value: null },
- "u_choppiness": { value: null },
- "u_phases": { value: null },
- "u_initialSpectrum": { value: null }
- },
- fragmentShader: [
- "precision highp float;",
- "#include <common>",
- "const float G = 9.81;",
- "const float KM = 370.0;",
- "varying vec2 vUV;",
- "uniform float u_size;",
- "uniform float u_resolution;",
- "uniform float u_choppiness;",
- "uniform sampler2D u_phases;",
- "uniform sampler2D u_initialSpectrum;",
- "vec2 multiplyComplex (vec2 a, vec2 b) {",
- " return vec2(a[0] * b[0] - a[1] * b[1], a[1] * b[0] + a[0] * b[1]);",
- "}",
- "vec2 multiplyByI (vec2 z) {",
- " return vec2(-z[1], z[0]);",
- "}",
- "float omega (float k) {",
- " return sqrt(G * k * (1.0 + k * k / KM * KM));",
- "}",
- "void main (void) {",
- " vec2 coordinates = gl_FragCoord.xy - 0.5;",
- " float n = (coordinates.x < u_resolution * 0.5) ? coordinates.x : coordinates.x - u_resolution;",
- " float m = (coordinates.y < u_resolution * 0.5) ? coordinates.y : coordinates.y - u_resolution;",
- " vec2 waveVector = (2.0 * PI * vec2(n, m)) / u_size;",
- " float phase = texture2D(u_phases, vUV).r;",
- " vec2 phaseVector = vec2(cos(phase), sin(phase));",
- " vec2 h0 = texture2D(u_initialSpectrum, vUV).rg;",
- " vec2 h0Star = texture2D(u_initialSpectrum, vec2(1.0 - vUV + 1.0 / u_resolution)).rg;",
- " h0Star.y *= -1.0;",
- " vec2 h = multiplyComplex(h0, phaseVector) + multiplyComplex(h0Star, vec2(phaseVector.x, -phaseVector.y));",
- " vec2 hX = -multiplyByI(h * (waveVector.x / length(waveVector))) * u_choppiness;",
- " vec2 hZ = -multiplyByI(h * (waveVector.y / length(waveVector))) * u_choppiness;",
- //no DC term
- " if (waveVector.x == 0.0 && waveVector.y == 0.0) {",
- " h = vec2(0.0);",
- " hX = vec2(0.0);",
- " hZ = vec2(0.0);",
- " }",
- " gl_FragColor = vec4(hX + multiplyByI(h), hZ);",
- "}"
- ].join( "\n" )
- };
- THREE.OceanShaders[ "ocean_normals" ] = {
- uniforms: {
- "u_displacementMap": { value: null },
- "u_resolution": { value: null },
- "u_size": { value: null }
- },
- fragmentShader: [
- "precision highp float;",
- "varying vec2 vUV;",
- "uniform sampler2D u_displacementMap;",
- "uniform float u_resolution;",
- "uniform float u_size;",
- "void main (void) {",
- " float texel = 1.0 / u_resolution;",
- " float texelSize = u_size / u_resolution;",
- " vec3 center = texture2D(u_displacementMap, vUV).rgb;",
- " vec3 right = vec3(texelSize, 0.0, 0.0) + texture2D(u_displacementMap, vUV + vec2(texel, 0.0)).rgb - center;",
- " vec3 left = vec3(-texelSize, 0.0, 0.0) + texture2D(u_displacementMap, vUV + vec2(-texel, 0.0)).rgb - center;",
- " vec3 top = vec3(0.0, 0.0, -texelSize) + texture2D(u_displacementMap, vUV + vec2(0.0, -texel)).rgb - center;",
- " vec3 bottom = vec3(0.0, 0.0, texelSize) + texture2D(u_displacementMap, vUV + vec2(0.0, texel)).rgb - center;",
- " vec3 topRight = cross(right, top);",
- " vec3 topLeft = cross(top, left);",
- " vec3 bottomLeft = cross(left, bottom);",
- " vec3 bottomRight = cross(bottom, right);",
- " gl_FragColor = vec4(normalize(topRight + topLeft + bottomLeft + bottomRight), 1.0);",
- "}"
- ].join( "\n" )
- };
- THREE.OceanShaders[ "ocean_main" ] = {
- uniforms: {
- "u_displacementMap": { value: null },
- "u_normalMap": { value: null },
- "u_geometrySize": { value: null },
- "u_size": { value: null },
- "u_projectionMatrix": { value: null },
- "u_viewMatrix": { value: null },
- "u_cameraPosition": { value: null },
- "u_skyColor": { value: null },
- "u_oceanColor": { value: null },
- "u_sunDirection": { value: null },
- "u_exposure": { value: null }
- },
- vertexShader: [
- "precision highp float;",
- "varying vec3 vPos;",
- "varying vec2 vUV;",
- "uniform mat4 u_projectionMatrix;",
- "uniform mat4 u_viewMatrix;",
- "uniform float u_size;",
- "uniform float u_geometrySize;",
- "uniform sampler2D u_displacementMap;",
- "void main (void) {",
- " vec3 newPos = position + texture2D(u_displacementMap, uv).rgb * (u_geometrySize / u_size);",
- " vPos = newPos;",
- " vUV = uv;",
- " gl_Position = u_projectionMatrix * u_viewMatrix * vec4(newPos, 1.0);",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "precision highp float;",
- "varying vec3 vPos;",
- "varying vec2 vUV;",
- "uniform sampler2D u_displacementMap;",
- "uniform sampler2D u_normalMap;",
- "uniform vec3 u_cameraPosition;",
- "uniform vec3 u_oceanColor;",
- "uniform vec3 u_skyColor;",
- "uniform vec3 u_sunDirection;",
- "uniform float u_exposure;",
- "vec3 hdr (vec3 color, float exposure) {",
- " return 1.0 - exp(-color * exposure);",
- "}",
- "void main (void) {",
- " vec3 normal = texture2D(u_normalMap, vUV).rgb;",
- " vec3 view = normalize(u_cameraPosition - vPos);",
- " float fresnel = 0.02 + 0.98 * pow(1.0 - dot(normal, view), 5.0);",
- " vec3 sky = fresnel * u_skyColor;",
- " float diffuse = clamp(dot(normal, normalize(u_sunDirection)), 0.0, 1.0);",
- " vec3 water = (1.0 - fresnel) * u_oceanColor * u_skyColor * diffuse;",
- " vec3 color = sky + water;",
- " gl_FragColor = vec4(hdr(color, u_exposure), 1.0);",
- "}"
- ].join( "\n" )
- };
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