GodRaysShader.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. import {
  21. Color,
  22. Vector2
  23. } from "../../../build/three.module.js";
  24. var GodRaysDepthMaskShader = {
  25. uniforms: {
  26. tInput: {
  27. value: null
  28. }
  29. },
  30. vertexShader: [
  31. "varying vec2 vUv;",
  32. "void main() {",
  33. " vUv = uv;",
  34. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  35. "}"
  36. ].join( "\n" ),
  37. fragmentShader: [
  38. "varying vec2 vUv;",
  39. "uniform sampler2D tInput;",
  40. "void main() {",
  41. " gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );",
  42. "}"
  43. ].join( "\n" )
  44. };
  45. /**
  46. * The god-ray generation shader.
  47. *
  48. * First pass:
  49. *
  50. * The depth map is blurred along radial lines towards the "sun". The
  51. * output is written to a temporary render target (I used a 1/4 sized
  52. * target).
  53. *
  54. * Pass two & three:
  55. *
  56. * The results of the previous pass are re-blurred, each time with a
  57. * decreased distance between samples.
  58. */
  59. var GodRaysGenerateShader = {
  60. uniforms: {
  61. tInput: {
  62. value: null
  63. },
  64. fStepSize: {
  65. value: 1.0
  66. },
  67. vSunPositionScreenSpace: {
  68. value: new Vector2( 0.5, 0.5 )
  69. }
  70. },
  71. vertexShader: [
  72. "varying vec2 vUv;",
  73. "void main() {",
  74. " vUv = uv;",
  75. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  76. "}"
  77. ].join( "\n" ),
  78. fragmentShader: [
  79. "#define TAPS_PER_PASS 6.0",
  80. "varying vec2 vUv;",
  81. "uniform sampler2D tInput;",
  82. "uniform vec2 vSunPositionScreenSpace;",
  83. "uniform float fStepSize;", // filter step size
  84. "void main() {",
  85. // delta from current pixel to "sun" position
  86. " vec2 delta = vSunPositionScreenSpace - vUv;",
  87. " float dist = length( delta );",
  88. // Step vector (uv space)
  89. " vec2 stepv = fStepSize * delta / dist;",
  90. // Number of iterations between pixel and sun
  91. " float iters = dist/fStepSize;",
  92. " vec2 uv = vUv.xy;",
  93. " float col = 0.0;",
  94. // This breaks ANGLE in Chrome 22
  95. // - see http://code.google.com/p/chromium/issues/detail?id=153105
  96. /*
  97. // Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
  98. // so i've just left the loop
  99. "for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
  100. // Accumulate samples, making sure we dont walk past the light source.
  101. // The check for uv.y < 1 would not be necessary with "border" UV wrap
  102. // mode, with a black border color. I don't think this is currently
  103. // exposed by three.js. As a result there might be artifacts when the
  104. // sun is to the left, right or bottom of screen as these cases are
  105. // not specifically handled.
  106. " col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
  107. " uv += stepv;",
  108. "}",
  109. */
  110. // Unrolling loop manually makes it work in ANGLE
  111. " if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r;",
  112. " uv += stepv;",
  113. " if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r;",
  114. " uv += stepv;",
  115. " if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r;",
  116. " uv += stepv;",
  117. " if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r;",
  118. " uv += stepv;",
  119. " if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r;",
  120. " uv += stepv;",
  121. " if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r;",
  122. " uv += stepv;",
  123. // Should technically be dividing by 'iters', but 'TAPS_PER_PASS' smooths out
  124. // objectionable artifacts, in particular near the sun position. The side
  125. // effect is that the result is darker than it should be around the sun, as
  126. // TAPS_PER_PASS is greater than the number of samples actually accumulated.
  127. // When the result is inverted (in the shader 'godrays_combine', this produces
  128. // a slight bright spot at the position of the sun, even when it is occluded.
  129. " gl_FragColor = vec4( col/TAPS_PER_PASS );",
  130. " gl_FragColor.a = 1.0;",
  131. "}"
  132. ].join( "\n" )
  133. };
  134. /**
  135. * Additively applies god rays from texture tGodRays to a background (tColors).
  136. * fGodRayIntensity attenuates the god rays.
  137. */
  138. var GodRaysCombineShader = {
  139. uniforms: {
  140. tColors: {
  141. value: null
  142. },
  143. tGodRays: {
  144. value: null
  145. },
  146. fGodRayIntensity: {
  147. value: 0.69
  148. },
  149. vSunPositionScreenSpace: {
  150. value: new Vector2( 0.5, 0.5 )
  151. }
  152. },
  153. vertexShader: [
  154. "varying vec2 vUv;",
  155. "void main() {",
  156. " vUv = uv;",
  157. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  158. "}"
  159. ].join( "\n" ),
  160. fragmentShader: [
  161. "varying vec2 vUv;",
  162. "uniform sampler2D tColors;",
  163. "uniform sampler2D tGodRays;",
  164. "uniform vec2 vSunPositionScreenSpace;",
  165. "uniform float fGodRayIntensity;",
  166. "void main() {",
  167. // Since THREE.MeshDepthMaterial renders foreground objects white and background
  168. // objects black, the god-rays will be white streaks. Therefore value is inverted
  169. // before being combined with tColors
  170. " gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );",
  171. " gl_FragColor.a = 1.0;",
  172. "}"
  173. ].join( "\n" )
  174. };
  175. /**
  176. * A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be
  177. * cheaper/faster/simpler to implement this as a simple sun sprite.
  178. */
  179. var GodRaysFakeSunShader = {
  180. uniforms: {
  181. vSunPositionScreenSpace: {
  182. value: new Vector2( 0.5, 0.5 )
  183. },
  184. fAspect: {
  185. value: 1.0
  186. },
  187. sunColor: {
  188. value: new Color( 0xffee00 )
  189. },
  190. bgColor: {
  191. value: new Color( 0x000000 )
  192. }
  193. },
  194. vertexShader: [
  195. "varying vec2 vUv;",
  196. "void main() {",
  197. " vUv = uv;",
  198. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  199. "}"
  200. ].join( "\n" ),
  201. fragmentShader: [
  202. "varying vec2 vUv;",
  203. "uniform vec2 vSunPositionScreenSpace;",
  204. "uniform float fAspect;",
  205. "uniform vec3 sunColor;",
  206. "uniform vec3 bgColor;",
  207. "void main() {",
  208. " vec2 diff = vUv - vSunPositionScreenSpace;",
  209. // Correct for aspect ratio
  210. " diff.x *= fAspect;",
  211. " float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );",
  212. " prop = 0.35 * pow( 1.0 - prop, 3.0 );",
  213. " gl_FragColor.xyz = mix( sunColor, bgColor, 1.0 - prop );",
  214. " gl_FragColor.w = 1.0;",
  215. "}"
  216. ].join( "\n" )
  217. };
  218. export { GodRaysDepthMaskShader, GodRaysGenerateShader, GodRaysCombineShader, GodRaysFakeSunShader };