ShaderGodRays.js 6.8 KB

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  1. /**
  2. * @author huwb / http://huwbowles.com/
  3. *
  4. * God-rays (crepuscular rays)
  5. *
  6. * Similar implementation to the one used by Crytek for CryEngine 2 [Sousa2008].
  7. * Blurs a mask generated from the depth map along radial lines emanating from the light
  8. * source. The blur repeatedly applies a blur filter of increasing support but constant
  9. * sample count to produce a blur filter with large support.
  10. *
  11. * My implementation performs 3 passes, similar to the implementation from Sousa. I found
  12. * just 6 samples per pass produced acceptible results. The blur is applied three times,
  13. * with decreasing filter support. The result is equivalent to a single pass with
  14. * 6*6*6 = 216 samples.
  15. *
  16. * References:
  17. *
  18. * Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt
  19. */
  20. THREE.ShaderGodRays = {
  21. /**
  22. * The god-ray generation shader.
  23. *
  24. * First pass:
  25. *
  26. * The input is the depth map. I found that the output from the
  27. * THREE.MeshDepthMaterial material was directly suitable without
  28. * requiring any treatment whatsoever.
  29. *
  30. * The depth map is blurred along radial lines towards the "sun". The
  31. * output is written to a temporary render target (I used a 1/4 sized
  32. * target).
  33. *
  34. * Pass two & three:
  35. *
  36. * The results of the previous pass are re-blurred, each time with a
  37. * decreased distance between samples.
  38. */
  39. 'godrays_generate': {
  40. uniforms: {
  41. tInput: {
  42. type: "t",
  43. value: null
  44. },
  45. fStepSize: {
  46. type: "f",
  47. value: 1.0
  48. },
  49. vSunPositionScreenSpace: {
  50. type: "v2",
  51. value: new THREE.Vector2( 0.5, 0.5 )
  52. }
  53. },
  54. vertexShader: [
  55. "varying vec2 vUv;",
  56. "void main() {",
  57. "vUv = uv;",
  58. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  59. "}"
  60. ].join( "\n" ),
  61. fragmentShader: [
  62. "#define TAPS_PER_PASS 6.0",
  63. "varying vec2 vUv;",
  64. "uniform sampler2D tInput;",
  65. "uniform vec2 vSunPositionScreenSpace;",
  66. "uniform float fStepSize;", // filter step size
  67. "void main() {",
  68. // delta from current pixel to "sun" position
  69. "vec2 delta = vSunPositionScreenSpace - vUv;",
  70. "float dist = length( delta );",
  71. // Step vector (uv space)
  72. "vec2 stepv = fStepSize * delta / dist;",
  73. // Number of iterations between pixel and sun
  74. "float iters = dist/fStepSize;",
  75. "vec2 uv = vUv.xy;",
  76. "float col = 0.0;",
  77. // This breaks ANGLE in Chrome 22
  78. // - see http://code.google.com/p/chromium/issues/detail?id=153105
  79. /*
  80. // Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
  81. // so i've just left the loop
  82. "for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
  83. // Accumulate samples, making sure we dont walk past the light source.
  84. // The check for uv.y < 1 would not be necessary with "border" UV wrap
  85. // mode, with a black border colour. I don't think this is currently
  86. // exposed by three.js. As a result there might be artifacts when the
  87. // sun is to the left, right or bottom of screen as these cases are
  88. // not specifically handled.
  89. "col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
  90. "uv += stepv;",
  91. "}",
  92. */
  93. // Unrolling loop manually makes it work in ANGLE
  94. "if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r;",
  95. "uv += stepv;",
  96. "if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r;",
  97. "uv += stepv;",
  98. "if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r;",
  99. "uv += stepv;",
  100. "if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r;",
  101. "uv += stepv;",
  102. "if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r;",
  103. "uv += stepv;",
  104. "if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r;",
  105. "uv += stepv;",
  106. // Should technically be dividing by 'iters', but 'TAPS_PER_PASS' smooths out
  107. // objectionable artifacts, in particular near the sun position. The side
  108. // effect is that the result is darker than it should be around the sun, as
  109. // TAPS_PER_PASS is greater than the number of samples actually accumulated.
  110. // When the result is inverted (in the shader 'godrays_combine', this produces
  111. // a slight bright spot at the position of the sun, even when it is occluded.
  112. "gl_FragColor = vec4( col/TAPS_PER_PASS );",
  113. "gl_FragColor.a = 1.0;",
  114. "}"
  115. ].join( "\n" )
  116. },
  117. /**
  118. * Additively applies god rays from texture tGodRays to a background (tColors).
  119. * fGodRayIntensity attenuates the god rays.
  120. */
  121. 'godrays_combine': {
  122. uniforms: {
  123. tColors: {
  124. type: "t",
  125. value: null
  126. },
  127. tGodRays: {
  128. type: "t",
  129. value: null
  130. },
  131. fGodRayIntensity: {
  132. type: "f",
  133. value: 0.69
  134. },
  135. vSunPositionScreenSpace: {
  136. type: "v2",
  137. value: new THREE.Vector2( 0.5, 0.5 )
  138. }
  139. },
  140. vertexShader: [
  141. "varying vec2 vUv;",
  142. "void main() {",
  143. "vUv = uv;",
  144. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  145. "}"
  146. ].join( "\n" ),
  147. fragmentShader: [
  148. "varying vec2 vUv;",
  149. "uniform sampler2D tColors;",
  150. "uniform sampler2D tGodRays;",
  151. "uniform vec2 vSunPositionScreenSpace;",
  152. "uniform float fGodRayIntensity;",
  153. "void main() {",
  154. // Since THREE.MeshDepthMaterial renders foreground objects white and background
  155. // objects black, the god-rays will be white streaks. Therefore value is inverted
  156. // before being combined with tColors
  157. "gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );",
  158. "gl_FragColor.a = 1.0;",
  159. "}"
  160. ].join( "\n" )
  161. },
  162. /**
  163. * A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be
  164. * cheaper/faster/simpler to implement this as a simple sun sprite.
  165. */
  166. 'godrays_fake_sun': {
  167. uniforms: {
  168. vSunPositionScreenSpace: {
  169. type: "v2",
  170. value: new THREE.Vector2( 0.5, 0.5 )
  171. },
  172. fAspect: {
  173. type: "f",
  174. value: 1.0
  175. },
  176. sunColor: {
  177. type: "c",
  178. value: new THREE.Color( 0xffee00 )
  179. },
  180. bgColor: {
  181. type: "c",
  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 vec2 vSunPositionScreenSpace;",
  195. "uniform float fAspect;",
  196. "uniform vec3 sunColor;",
  197. "uniform vec3 bgColor;",
  198. "void main() {",
  199. "vec2 diff = vUv - vSunPositionScreenSpace;",
  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 = mix( sunColor, bgColor, 1.0 - prop );",
  205. "gl_FragColor.w = 1.0;",
  206. "}"
  207. ].join( "\n" )
  208. }
  209. };