GodRaysShader.js 6.8 KB

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  1. import {
  2. Color,
  3. Vector3
  4. } from "../../../build/three.module.js";
  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. var GodRaysDepthMaskShader = {
  23. uniforms: {
  24. tInput: {
  25. value: null
  26. }
  27. },
  28. vertexShader: [
  29. "varying vec2 vUv;",
  30. "void main() {",
  31. " vUv = uv;",
  32. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  33. "}"
  34. ].join( "\n" ),
  35. fragmentShader: [
  36. "varying vec2 vUv;",
  37. "uniform sampler2D tInput;",
  38. "void main() {",
  39. " gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );",
  40. "}"
  41. ].join( "\n" )
  42. };
  43. /**
  44. * The god-ray generation shader.
  45. *
  46. * First pass:
  47. *
  48. * The depth map is blurred along radial lines towards the "sun". The
  49. * output is written to a temporary render target (I used a 1/4 sized
  50. * target).
  51. *
  52. * Pass two & three:
  53. *
  54. * The results of the previous pass are re-blurred, each time with a
  55. * decreased distance between samples.
  56. */
  57. var 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: [
  70. "varying vec2 vUv;",
  71. "void main() {",
  72. " vUv = uv;",
  73. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  74. "}"
  75. ].join( "\n" ),
  76. fragmentShader: [
  77. "#define TAPS_PER_PASS 6.0",
  78. "varying vec2 vUv;",
  79. "uniform sampler2D tInput;",
  80. "uniform vec3 vSunPositionScreenSpace;",
  81. "uniform float fStepSize;", // filter step size
  82. "void main() {",
  83. // delta from current pixel to "sun" position
  84. " vec2 delta = vSunPositionScreenSpace.xy - vUv;",
  85. " float dist = length( delta );",
  86. // Step vector (uv space)
  87. " vec2 stepv = fStepSize * delta / dist;",
  88. // Number of iterations between pixel and sun
  89. " float iters = dist/fStepSize;",
  90. " vec2 uv = vUv.xy;",
  91. " float col = 0.0;",
  92. // This breaks ANGLE in Chrome 22
  93. // - see http://code.google.com/p/chromium/issues/detail?id=153105
  94. /*
  95. // Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
  96. // so i've just left the loop
  97. "for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
  98. // Accumulate samples, making sure we dont walk past the light source.
  99. // The check for uv.y < 1 would not be necessary with "border" UV wrap
  100. // mode, with a black border color. I don't think this is currently
  101. // exposed by three.js. As a result there might be artifacts when the
  102. // sun is to the left, right or bottom of screen as these cases are
  103. // not specifically handled.
  104. " col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
  105. " uv += stepv;",
  106. "}",
  107. */
  108. // Unrolling loop manually makes it work in ANGLE
  109. " float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) );", // used to fade out godrays
  110. " if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
  111. " uv += stepv;",
  112. " if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
  113. " uv += stepv;",
  114. " if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
  115. " uv += stepv;",
  116. " if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
  117. " uv += stepv;",
  118. " if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
  119. " uv += stepv;",
  120. " if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
  121. " uv += stepv;",
  122. // Should technically be dividing by 'iters', but 'TAPS_PER_PASS' smooths out
  123. // objectionable artifacts, in particular near the sun position. The side
  124. // effect is that the result is darker than it should be around the sun, as
  125. // TAPS_PER_PASS is greater than the number of samples actually accumulated.
  126. // When the result is inverted (in the shader 'godrays_combine', this produces
  127. // a slight bright spot at the position of the sun, even when it is occluded.
  128. " gl_FragColor = vec4( col/TAPS_PER_PASS );",
  129. " gl_FragColor.a = 1.0;",
  130. "}"
  131. ].join( "\n" )
  132. };
  133. /**
  134. * Additively applies god rays from texture tGodRays to a background (tColors).
  135. * fGodRayIntensity attenuates the god rays.
  136. */
  137. var GodRaysCombineShader = {
  138. uniforms: {
  139. tColors: {
  140. value: null
  141. },
  142. tGodRays: {
  143. value: null
  144. },
  145. fGodRayIntensity: {
  146. value: 0.69
  147. }
  148. },
  149. vertexShader: [
  150. "varying vec2 vUv;",
  151. "void main() {",
  152. " vUv = uv;",
  153. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  154. "}"
  155. ].join( "\n" ),
  156. fragmentShader: [
  157. "varying vec2 vUv;",
  158. "uniform sampler2D tColors;",
  159. "uniform sampler2D tGodRays;",
  160. "uniform float fGodRayIntensity;",
  161. "void main() {",
  162. // Since THREE.MeshDepthMaterial renders foreground objects white and background
  163. // objects black, the god-rays will be white streaks. Therefore value is inverted
  164. // before being combined with tColors
  165. " gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );",
  166. " gl_FragColor.a = 1.0;",
  167. "}"
  168. ].join( "\n" )
  169. };
  170. /**
  171. * A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be
  172. * cheaper/faster/simpler to implement this as a simple sun sprite.
  173. */
  174. var GodRaysFakeSunShader = {
  175. uniforms: {
  176. vSunPositionScreenSpace: {
  177. value: new Vector3()
  178. },
  179. fAspect: {
  180. value: 1.0
  181. },
  182. sunColor: {
  183. value: new Color( 0xffee00 )
  184. },
  185. bgColor: {
  186. value: new Color( 0x000000 )
  187. }
  188. },
  189. vertexShader: [
  190. "varying vec2 vUv;",
  191. "void main() {",
  192. " vUv = uv;",
  193. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  194. "}"
  195. ].join( "\n" ),
  196. fragmentShader: [
  197. "varying vec2 vUv;",
  198. "uniform vec3 vSunPositionScreenSpace;",
  199. "uniform float fAspect;",
  200. "uniform vec3 sunColor;",
  201. "uniform vec3 bgColor;",
  202. "void main() {",
  203. " vec2 diff = vUv - vSunPositionScreenSpace.xy;",
  204. // Correct for aspect ratio
  205. " diff.x *= fAspect;",
  206. " float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );",
  207. " prop = 0.35 * pow( 1.0 - prop, 3.0 );",
  208. " gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;",
  209. " gl_FragColor.w = 1.0;",
  210. "}"
  211. ].join( "\n" )
  212. };
  213. export { GodRaysDepthMaskShader, GodRaysGenerateShader, GodRaysCombineShader, GodRaysFakeSunShader };