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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: { value: 1 },
- turbidity: { value: 2 },
- rayleigh: { value: 1 },
- mieCoefficient: { value: 0.005 },
- mieDirectionalG: { value: 0.8 },
- sunPosition: { value: new THREE.Vector3() }
- },
- vertexShader: [
- "uniform vec3 sunPosition;",
- "uniform float rayleigh;",
- "uniform float turbidity;",
- "uniform float mieCoefficient;",
- "varying vec3 vWorldPosition;",
- "varying vec3 vSunDirection;",
- "varying float vSunfade;",
- "varying vec3 vBetaR;",
- "varying vec3 vBetaM;",
- "varying float vSunE;",
- "const vec3 up = vec3(0.0, 1.0, 0.0);",
- // constants for atmospheric scattering
- "const float e = 2.71828182845904523536028747135266249775724709369995957;",
- "const float pi = 3.141592653589793238462643383279502884197169;",
- // mie stuff
- // K coefficient for the primaries
- "const float v = 4.0;",
- "const vec3 K = vec3(0.686, 0.678, 0.666);",
- // 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
- "const vec3 simplifiedRayleigh = 0.0005 / vec3(94, 40, 18);",
- // wavelength of used primaries, according to preetham
- "const vec3 lambda = vec3(680E-9, 550E-9, 450E-9);",
- // earth shadow hack
- "const float cutoffAngle = pi/1.95;",
- "const float steepness = 1.5;",
- "const float EE = 1000.0;",
- "float sunIntensity(float zenithAngleCos)",
- "{",
- "zenithAngleCos = clamp(zenithAngleCos, -1.0, 1.0);",
- "return EE * max(0.0, 1.0 - pow(e, -((cutoffAngle - acos(zenithAngleCos))/steepness)));",
- "}",
- "vec3 totalMie(vec3 lambda, float T)",
- "{",
- "float c = (0.2 * T ) * 10E-18;",
- "return 0.434 * c * pi * pow((2.0 * pi) / lambda, vec3(v - 2.0)) * K;",
- "}",
- "void main() {",
- "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
- "vWorldPosition = worldPosition.xyz;",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "vSunDirection = normalize(sunPosition);",
- "vSunE = sunIntensity(dot(vSunDirection, up));",
- "vSunfade = 1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);",
- "float rayleighCoefficient = rayleigh - (1.0 * (1.0-vSunfade));",
- // extinction (absorbtion + out scattering)
- // rayleigh coefficients
- "vBetaR = simplifiedRayleigh * rayleighCoefficient;",
- // mie coefficients
- "vBetaM = totalMie(lambda, turbidity) * mieCoefficient;",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "varying vec3 vWorldPosition;",
- "varying vec3 vSunDirection;",
- "varying float vSunfade;",
- "varying vec3 vBetaR;",
- "varying vec3 vBetaM;",
- "varying float vSunE;",
- "uniform float luminance;",
- "uniform float mieDirectionalG;",
- "const vec3 cameraPos = vec3(0., 0., 0.);",
- // constants for atmospheric scattering
- "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)
- // 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 sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;",
- // 66 arc seconds -> degrees, and the cosine of that
- "float rayleighPhase(float cosTheta)",
- "{",
- "return (3.0 / (16.0*pi)) * (1.0 + pow(cosTheta, 2.0));",
- "}",
- "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));",
- "}",
- // Filmic ToneMapping http://filmicgames.com/archives/75
- "const float A = 0.15;",
- "const float B = 0.50;",
- "const float C = 0.10;",
- "const float D = 0.20;",
- "const float E = 0.02;",
- "const float F = 0.30;",
- "const float whiteScale = 1.0748724675633854;", // 1.0 / Uncharted2Tonemap(1000.0)
- "vec3 Uncharted2Tonemap(vec3 x)",
- "{",
- "return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;",
- "}",
- "void main() ",
- "{",
- // 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(-(vBetaR * sR + vBetaM * sM));",
- // in scattering
- "float cosTheta = dot(normalize(vWorldPosition - cameraPos), vSunDirection);",
- "float rPhase = rayleighPhase(cosTheta*0.5+0.5);",
- "vec3 betaRTheta = vBetaR * rPhase;",
- "float mPhase = hgPhase(cosTheta, mieDirectionalG);",
- "vec3 betaMTheta = vBetaM * mPhase;",
- "vec3 Lin = pow(vSunE * ((betaRTheta + betaMTheta) / (vBetaR + vBetaM)) * (1.0 - Fex),vec3(1.5));",
- "Lin *= mix(vec3(1.0),pow(vSunE * ((betaRTheta + betaMTheta) / (vBetaR + vBetaM)) * Fex,vec3(1.0/2.0)),clamp(pow(1.0-dot(up, vSunDirection),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 = vec3(0.1) * Fex;",
- // composition + solar disc
- "float sundisk = smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);",
- "L0 += (vSunE * 19000.0 * Fex)*sundisk;",
- "vec3 texColor = (Lin+L0) * 0.04 + vec3(0.0, 0.0003, 0.00075);",
- "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*vSunfade))));",
- "gl_FragColor.rgb = retColor;",
- "gl_FragColor.a = 1.0;",
- "}"
- ].join( "\n" )
- };
- THREE.Sky = function () {
- var skyShader = THREE.ShaderLib[ "sky" ];
- var skyUniforms = Object.assign( {}, 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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