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- /**
- * @author zz85 / https://github.com/zz85
- *
- * Based on "A Practical Analytic Model for Daylight"
- * aka The Preetham Model, the de facto standard analytic skydome model
- * http://www.cs.utah.edu/~shirley/papers/sunsky/sunsky.pdf
- *
- * First implemented by Simon Wallner
- * http://www.simonwallner.at/projects/atmospheric-scattering
- *
- * Improved by Martin Upitis
- * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR
- *
- * Three.js integration by zz85 http://twitter.com/blurspline
- */
- THREE.ShaderLib[ 'sky' ] = {
- uniforms: {
- luminance: { type: "f", value: 1 },
- turbidity: { type: "f", value: 2 },
- reileigh: { type: "f", value: 1 },
- mieCoefficient: { type: "f", value: 0.005 },
- mieDirectionalG: { type: "f", value: 0.8 },
- sunPosition: { type: "v3", value: new THREE.Vector3() }
- },
- vertexShader: [
- "varying vec3 vWorldPosition;",
- "void main() {",
- "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
- "vWorldPosition = worldPosition.xyz;",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}",
- ].join( "\n" ),
- fragmentShader: [
- "uniform sampler2D skySampler;",
- "uniform vec3 sunPosition;",
- "varying vec3 vWorldPosition;",
- "vec3 cameraPos = vec3(0., 0., 0.);",
- "// uniform sampler2D sDiffuse;",
- "// const float turbidity = 10.0; //",
- "// const float reileigh = 2.; //",
- "// const float luminance = 1.0; //",
- "// const float mieCoefficient = 0.005;",
- "// const float mieDirectionalG = 0.8;",
- "uniform float luminance;",
- "uniform float turbidity;",
- "uniform float reileigh;",
- "uniform float mieCoefficient;",
- "uniform float mieDirectionalG;",
- "// constants for atmospheric scattering",
- "const float e = 2.71828182845904523536028747135266249775724709369995957;",
- "const float pi = 3.141592653589793238462643383279502884197169;",
- "const float n = 1.0003; // refractive index of air",
- "const float N = 2.545E25; // number of molecules per unit volume for air at",
- "// 288.15K and 1013mb (sea level -45 celsius)",
- "const float pn = 0.035; // depolatization factor for standard air",
- "// wavelength of used primaries, according to preetham",
- "const vec3 lambda = vec3(680E-9, 550E-9, 450E-9);",
- "// mie stuff",
- "// K coefficient for the primaries",
- "const vec3 K = vec3(0.686, 0.678, 0.666);",
- "const float v = 4.0;",
- "// optical length at zenith for molecules",
- "const float rayleighZenithLength = 8.4E3;",
- "const float mieZenithLength = 1.25E3;",
- "const vec3 up = vec3(0.0, 1.0, 0.0);",
- "const float EE = 1000.0;",
- "const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;",
- "// 66 arc seconds -> degrees, and the cosine of that",
- "// earth shadow hack",
- "const float cutoffAngle = pi/1.95;",
- "const float steepness = 1.5;",
- "vec3 totalRayleigh(vec3 lambda)",
- "{",
- "return (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn));",
- "}",
- // see http://blenderartists.org/forum/showthread.php?321110-Shaders-and-Skybox-madness
- "// A simplied version of the total Reayleigh scattering to works on browsers that use ANGLE",
- "vec3 simplifiedRayleigh()",
- "{",
- "return 0.0005 / vec3(94, 40, 18);",
- // return 0.00054532832366 / (3.0 * 2.545E25 * pow(vec3(680E-9, 550E-9, 450E-9), vec3(4.0)) * 6.245);
- "}",
- "float rayleighPhase(float cosTheta)",
- "{ ",
- "return (3.0 / (16.0*pi)) * (1.0 + pow(cosTheta, 2.0));",
- "// return (1.0 / (3.0*pi)) * (1.0 + pow(cosTheta, 2.0));",
- "// return (3.0 / 4.0) * (1.0 + pow(cosTheta, 2.0));",
- "}",
- "vec3 totalMie(vec3 lambda, vec3 K, float T)",
- "{",
- "float c = (0.2 * T ) * 10E-18;",
- "return 0.434 * c * pi * pow((2.0 * pi) / lambda, vec3(v - 2.0)) * K;",
- "}",
- "float hgPhase(float cosTheta, float g)",
- "{",
- "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));",
- "}",
- "float sunIntensity(float zenithAngleCos)",
- "{",
- "return EE * max(0.0, 1.0 - exp(-((cutoffAngle - acos(zenithAngleCos))/steepness)));",
- "}",
- "// float logLuminance(vec3 c)",
- "// {",
- "// return log(c.r * 0.2126 + c.g * 0.7152 + c.b * 0.0722);",
- "// }",
- "// Filmic ToneMapping http://filmicgames.com/archives/75",
- "float A = 0.15;",
- "float B = 0.50;",
- "float C = 0.10;",
- "float D = 0.20;",
- "float E = 0.02;",
- "float F = 0.30;",
- "float W = 1000.0;",
- "vec3 Uncharted2Tonemap(vec3 x)",
- "{",
- "return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;",
- "}",
- "void main() ",
- "{",
- "float sunfade = 1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);",
- "// luminance = 1.0 ;// vWorldPosition.y / 450000. + 0.5; //sunPosition.y / 450000. * 1. + 0.5;",
- "// gl_FragColor = vec4(sunfade, sunfade, sunfade, 1.0);",
- "float reileighCoefficient = reileigh - (1.0* (1.0-sunfade));",
- "vec3 sunDirection = normalize(sunPosition);",
- "float sunE = sunIntensity(dot(sunDirection, up));",
- "// extinction (absorbtion + out scattering) ",
- "// rayleigh coefficients",
- // "vec3 betaR = totalRayleigh(lambda) * reileighCoefficient;",
- "vec3 betaR = simplifiedRayleigh() * reileighCoefficient;",
- "// mie coefficients",
- "vec3 betaM = totalMie(lambda, K, turbidity) * mieCoefficient;",
- "// optical length",
- "// cutoff angle at 90 to avoid singularity in next formula.",
- "float zenithAngle = acos(max(0.0, dot(up, normalize(vWorldPosition - cameraPos))));",
- "float sR = rayleighZenithLength / (cos(zenithAngle) + 0.15 * pow(93.885 - ((zenithAngle * 180.0) / pi), -1.253));",
- "float sM = mieZenithLength / (cos(zenithAngle) + 0.15 * pow(93.885 - ((zenithAngle * 180.0) / pi), -1.253));",
- "// combined extinction factor ",
- "vec3 Fex = exp(-(betaR * sR + betaM * sM));",
- "// in scattering",
- "float cosTheta = dot(normalize(vWorldPosition - cameraPos), sunDirection);",
- "float rPhase = rayleighPhase(cosTheta*0.5+0.5);",
- "vec3 betaRTheta = betaR * rPhase;",
- "float mPhase = hgPhase(cosTheta, mieDirectionalG);",
- "vec3 betaMTheta = betaM * mPhase;",
- "vec3 Lin = pow(sunE * ((betaRTheta + betaMTheta) / (betaR + betaM)) * (1.0 - Fex),vec3(1.5));",
- "Lin *= mix(vec3(1.0),pow(sunE * ((betaRTheta + betaMTheta) / (betaR + betaM)) * Fex,vec3(1.0/2.0)),clamp(pow(1.0-dot(up, sunDirection),5.0),0.0,1.0));",
- "//nightsky",
- "vec3 direction = normalize(vWorldPosition - cameraPos);",
- "float theta = acos(direction.y); // elevation --> y-axis, [-pi/2, pi/2]",
- "float phi = atan(direction.z, direction.x); // azimuth --> x-axis [-pi/2, pi/2]",
- "vec2 uv = vec2(phi, theta) / vec2(2.0*pi, pi) + vec2(0.5, 0.0);",
- "// vec3 L0 = texture2D(skySampler, uv).rgb+0.1 * Fex;",
- "vec3 L0 = vec3(0.1) * Fex;",
- "// composition + solar disc",
- "//if (cosTheta > sunAngularDiameterCos)",
- "float sundisk = smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);",
- "// if (normalize(vWorldPosition - cameraPos).y>0.0)",
- "L0 += (sunE * 19000.0 * Fex)*sundisk;",
- "vec3 whiteScale = 1.0/Uncharted2Tonemap(vec3(W));",
- "vec3 texColor = (Lin+L0); ",
- "texColor *= 0.04 ;",
- "texColor += vec3(0.0,0.001,0.0025)*0.3;",
- "float g_fMaxLuminance = 1.0;",
- "float fLumScaled = 0.1 / luminance; ",
- "float fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (g_fMaxLuminance * g_fMaxLuminance)))) / (1.0 + fLumScaled); ",
- "float ExposureBias = fLumCompressed;",
- "vec3 curr = Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);",
- "vec3 color = curr*whiteScale;",
- "vec3 retColor = pow(color,vec3(1.0/(1.2+(1.2*sunfade))));",
- "gl_FragColor.rgb = retColor;",
- "gl_FragColor.a = 1.0;",
- "}",
- ].join( "\n" )
- };
- THREE.Sky = function () {
- var skyShader = THREE.ShaderLib[ "sky" ];
- var skyUniforms = THREE.UniformsUtils.clone( skyShader.uniforms );
- var skyMat = new THREE.ShaderMaterial( {
- fragmentShader: skyShader.fragmentShader,
- vertexShader: skyShader.vertexShader,
- uniforms: skyUniforms,
- side: THREE.BackSide
- } );
- var skyGeo = new THREE.SphereBufferGeometry( 450000, 32, 15 );
- var skyMesh = new THREE.Mesh( skyGeo, skyMat );
- // Expose variables
- this.mesh = skyMesh;
- this.uniforms = skyUniforms;
- };
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