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- /**
- * God-rays (crepuscular rays)
- *
- * Similar implementation to the one used by Crytek for CryEngine 2 [Sousa2008].
- * Blurs a mask generated from the depth map along radial lines emanating from the light
- * source. The blur repeatedly applies a blur filter of increasing support but constant
- * sample count to produce a blur filter with large support.
- *
- * My implementation performs 3 passes, similar to the implementation from Sousa. I found
- * just 6 samples per pass produced acceptible results. The blur is applied three times,
- * with decreasing filter support. The result is equivalent to a single pass with
- * 6*6*6 = 216 samples.
- *
- * References:
- *
- * Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt
- */
- THREE.GodRaysDepthMaskShader = {
- uniforms: {
- tInput: {
- value: null
- }
- },
- vertexShader: [
- 'varying vec2 vUv;',
- 'void main() {',
- ' vUv = uv;',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
- '}'
- ].join( '\n' ),
- fragmentShader: [
- 'varying vec2 vUv;',
- 'uniform sampler2D tInput;',
- 'void main() {',
- ' gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );',
- '}'
- ].join( '\n' )
- };
- /**
- * The god-ray generation shader.
- *
- * First pass:
- *
- * The depth map is blurred along radial lines towards the "sun". The
- * output is written to a temporary render target (I used a 1/4 sized
- * target).
- *
- * Pass two & three:
- *
- * The results of the previous pass are re-blurred, each time with a
- * decreased distance between samples.
- */
- THREE.GodRaysGenerateShader = {
- uniforms: {
- tInput: {
- value: null
- },
- fStepSize: {
- value: 1.0
- },
- vSunPositionScreenSpace: {
- value: new THREE.Vector3()
- }
- },
- vertexShader: [
- 'varying vec2 vUv;',
- 'void main() {',
- ' vUv = uv;',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
- '}'
- ].join( '\n' ),
- fragmentShader: [
- '#define TAPS_PER_PASS 6.0',
- 'varying vec2 vUv;',
- 'uniform sampler2D tInput;',
- 'uniform vec3 vSunPositionScreenSpace;',
- 'uniform float fStepSize;', // filter step size
- 'void main() {',
- // delta from current pixel to "sun" position
- ' vec2 delta = vSunPositionScreenSpace.xy - vUv;',
- ' float dist = length( delta );',
- // Step vector (uv space)
- ' vec2 stepv = fStepSize * delta / dist;',
- // Number of iterations between pixel and sun
- ' float iters = dist/fStepSize;',
- ' vec2 uv = vUv.xy;',
- ' float col = 0.0;',
- // This breaks ANGLE in Chrome 22
- // - see http://code.google.com/p/chromium/issues/detail?id=153105
- /*
- // Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
- // so i've just left the loop
- "for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
- // Accumulate samples, making sure we dont walk past the light source.
- // The check for uv.y < 1 would not be necessary with "border" UV wrap
- // mode, with a black border color. I don't think this is currently
- // exposed by three.js. As a result there might be artifacts when the
- // sun is to the left, right or bottom of screen as these cases are
- // not specifically handled.
- " col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
- " uv += stepv;",
- "}",
- */
- // Unrolling loop manually makes it work in ANGLE
- ' float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) );', // used to fade out godrays
- ' if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;',
- ' uv += stepv;',
- ' if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;',
- ' uv += stepv;',
- ' if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;',
- ' uv += stepv;',
- ' if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;',
- ' uv += stepv;',
- ' if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;',
- ' uv += stepv;',
- ' if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;',
- ' uv += stepv;',
- // Should technically be dividing by 'iters', but 'TAPS_PER_PASS' smooths out
- // objectionable artifacts, in particular near the sun position. The side
- // effect is that the result is darker than it should be around the sun, as
- // TAPS_PER_PASS is greater than the number of samples actually accumulated.
- // When the result is inverted (in the shader 'godrays_combine', this produces
- // a slight bright spot at the position of the sun, even when it is occluded.
- ' gl_FragColor = vec4( col/TAPS_PER_PASS );',
- ' gl_FragColor.a = 1.0;',
- '}'
- ].join( '\n' )
- };
- /**
- * Additively applies god rays from texture tGodRays to a background (tColors).
- * fGodRayIntensity attenuates the god rays.
- */
- THREE.GodRaysCombineShader = {
- uniforms: {
- tColors: {
- value: null
- },
- tGodRays: {
- value: null
- },
- fGodRayIntensity: {
- value: 0.69
- }
- },
- vertexShader: [
- 'varying vec2 vUv;',
- 'void main() {',
- ' vUv = uv;',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
- '}'
- ].join( '\n' ),
- fragmentShader: [
- 'varying vec2 vUv;',
- 'uniform sampler2D tColors;',
- 'uniform sampler2D tGodRays;',
- 'uniform float fGodRayIntensity;',
- 'void main() {',
- // Since THREE.MeshDepthMaterial renders foreground objects white and background
- // objects black, the god-rays will be white streaks. Therefore value is inverted
- // before being combined with tColors
- ' gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );',
- ' gl_FragColor.a = 1.0;',
- '}'
- ].join( '\n' )
- };
- /**
- * A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be
- * cheaper/faster/simpler to implement this as a simple sun sprite.
- */
- THREE.GodRaysFakeSunShader = {
- uniforms: {
- vSunPositionScreenSpace: {
- value: new THREE.Vector3()
- },
- fAspect: {
- value: 1.0
- },
- sunColor: {
- value: new THREE.Color( 0xffee00 )
- },
- bgColor: {
- value: new THREE.Color( 0x000000 )
- }
- },
- vertexShader: [
- 'varying vec2 vUv;',
- 'void main() {',
- ' vUv = uv;',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
- '}'
- ].join( '\n' ),
- fragmentShader: [
- 'varying vec2 vUv;',
- 'uniform vec3 vSunPositionScreenSpace;',
- 'uniform float fAspect;',
- 'uniform vec3 sunColor;',
- 'uniform vec3 bgColor;',
- 'void main() {',
- ' vec2 diff = vUv - vSunPositionScreenSpace.xy;',
- // Correct for aspect ratio
- ' diff.x *= fAspect;',
- ' float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );',
- ' prop = 0.35 * pow( 1.0 - prop, 3.0 );',
- ' gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;',
- ' gl_FragColor.w = 1.0;',
- '}'
- ].join( '\n' )
- };
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