GodRaysShader.js 6.7 KB

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