SkyShader.js 7.6 KB

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  1. /**
  2. * @author zz85 / https://github.com/zz85
  3. *
  4. * Based on "A Practical Analytic Model for Daylight"
  5. * aka The Preetham Model, the de facto standard analytic skydome model
  6. * http://www.cs.utah.edu/~shirley/papers/sunsky/sunsky.pdf
  7. *
  8. * First implemented by Simon Wallner
  9. * http://www.simonwallner.at/projects/atmospheric-scattering
  10. *
  11. * Improved by Martin Upitis
  12. * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR
  13. *
  14. * Three.js integration by zz85 http://twitter.com/blurspline
  15. */
  16. THREE.ShaderLib[ 'sky' ] = {
  17. uniforms: {
  18. luminance: { value: 1 },
  19. turbidity: { value: 2 },
  20. rayleigh: { value: 1 },
  21. mieCoefficient: { value: 0.005 },
  22. mieDirectionalG: { value: 0.8 },
  23. sunPosition: { value: new THREE.Vector3() }
  24. },
  25. vertexShader: [
  26. "uniform vec3 sunPosition;",
  27. "uniform float rayleigh;",
  28. "uniform float turbidity;",
  29. "uniform float mieCoefficient;",
  30. "varying vec3 vWorldPosition;",
  31. "varying vec3 vSunDirection;",
  32. "varying float vSunfade;",
  33. "varying vec3 vBetaR;",
  34. "varying vec3 vBetaM;",
  35. "varying float vSunE;",
  36. "const vec3 up = vec3( 0.0, 1.0, 0.0 );",
  37. // constants for atmospheric scattering
  38. "const float e = 2.71828182845904523536028747135266249775724709369995957;",
  39. "const float pi = 3.141592653589793238462643383279502884197169;",
  40. // wavelength of used primaries, according to preetham
  41. "const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );",
  42. // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
  43. // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
  44. "const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );",
  45. // mie stuff
  46. // K coefficient for the primaries
  47. "const float v = 4.0;",
  48. "const vec3 K = vec3( 0.686, 0.678, 0.666 );",
  49. // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
  50. "const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );",
  51. // earth shadow hack
  52. // cutoffAngle = pi / 1.95;
  53. "const float cutoffAngle = 1.6110731556870734;",
  54. "const float steepness = 1.5;",
  55. "const float EE = 1000.0;",
  56. "float sunIntensity( float zenithAngleCos )",
  57. "{",
  58. "zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );",
  59. "return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );",
  60. "}",
  61. "vec3 totalMie( float T )",
  62. "{",
  63. "float c = ( 0.2 * T ) * 10E-18;",
  64. "return 0.434 * c * MieConst;",
  65. "}",
  66. "void main() {",
  67. "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  68. "vWorldPosition = worldPosition.xyz;",
  69. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  70. "vSunDirection = normalize( sunPosition );",
  71. "vSunE = sunIntensity( dot( vSunDirection, up ) );",
  72. "vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );",
  73. "float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );",
  74. // extinction (absorbtion + out scattering)
  75. // rayleigh coefficients
  76. "vBetaR = totalRayleigh * rayleighCoefficient;",
  77. // mie coefficients
  78. "vBetaM = totalMie( turbidity ) * mieCoefficient;",
  79. "}"
  80. ].join( "\n" ),
  81. fragmentShader: [
  82. "varying vec3 vWorldPosition;",
  83. "varying vec3 vSunDirection;",
  84. "varying float vSunfade;",
  85. "varying vec3 vBetaR;",
  86. "varying vec3 vBetaM;",
  87. "varying float vSunE;",
  88. "uniform float luminance;",
  89. "uniform float mieDirectionalG;",
  90. "const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );",
  91. // constants for atmospheric scattering
  92. "const float pi = 3.141592653589793238462643383279502884197169;",
  93. "const float n = 1.0003;", // refractive index of air
  94. "const float N = 2.545E25;", // number of molecules per unit volume for air at
  95. // 288.15K and 1013mb (sea level -45 celsius)
  96. // optical length at zenith for molecules
  97. "const float rayleighZenithLength = 8.4E3;",
  98. "const float mieZenithLength = 1.25E3;",
  99. "const vec3 up = vec3( 0.0, 1.0, 0.0 );",
  100. // 66 arc seconds -> degrees, and the cosine of that
  101. "const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;",
  102. // 3.0 / ( 16.0 * pi )
  103. "const float THREE_OVER_SIXTEENPI = 0.05968310365946075;",
  104. // 1.0 / ( 4.0 * pi )
  105. "const float ONE_OVER_FOURPI = 0.07957747154594767;",
  106. "float rayleighPhase( float cosTheta )",
  107. "{",
  108. "return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );",
  109. "}",
  110. "float hgPhase( float cosTheta, float g )",
  111. "{",
  112. "float g2 = pow( g, 2.0 );",
  113. "float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );",
  114. "return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );",
  115. "}",
  116. // Filmic ToneMapping http://filmicgames.com/archives/75
  117. "const float A = 0.15;",
  118. "const float B = 0.50;",
  119. "const float C = 0.10;",
  120. "const float D = 0.20;",
  121. "const float E = 0.02;",
  122. "const float F = 0.30;",
  123. "const float whiteScale = 1.0748724675633854;", // 1.0 / Uncharted2Tonemap(1000.0)
  124. "vec3 Uncharted2Tonemap( vec3 x )",
  125. "{",
  126. "return ( ( x * ( A * x + C * B ) + D * E ) / ( x * ( A * x + B ) + D * F ) ) - E / F;",
  127. "}",
  128. "void main() ",
  129. "{",
  130. // optical length
  131. // cutoff angle at 90 to avoid singularity in next formula.
  132. "float zenithAngle = acos( max( 0.0, dot( up, normalize( vWorldPosition - cameraPos ) ) ) );",
  133. "float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );",
  134. "float sR = rayleighZenithLength * inverse;",
  135. "float sM = mieZenithLength * inverse;",
  136. // combined extinction factor
  137. "vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );",
  138. // in scattering
  139. "float cosTheta = dot( normalize( vWorldPosition - cameraPos ), vSunDirection );",
  140. "float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );",
  141. "vec3 betaRTheta = vBetaR * rPhase;",
  142. "float mPhase = hgPhase( cosTheta, mieDirectionalG );",
  143. "vec3 betaMTheta = vBetaM * mPhase;",
  144. "vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );",
  145. "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 ) );",
  146. //nightsky
  147. "vec3 direction = normalize( vWorldPosition - cameraPos );",
  148. "float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]",
  149. "float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]",
  150. "vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );",
  151. "vec3 L0 = vec3( 0.1 ) * Fex;",
  152. // composition + solar disc
  153. "float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );",
  154. "L0 += ( vSunE * 19000.0 * Fex ) * sundisk;",
  155. "vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );",
  156. "vec3 curr = Uncharted2Tonemap( ( log2( 2.0 / pow( luminance, 4.0 ) ) ) * texColor );",
  157. "vec3 color = curr * whiteScale;",
  158. "vec3 retColor = pow( color, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );",
  159. "gl_FragColor.rgb = retColor;",
  160. "gl_FragColor.a = 1.0;",
  161. "}"
  162. ].join( "\n" )
  163. };
  164. THREE.Sky = function () {
  165. var skyShader = THREE.ShaderLib[ "sky" ];
  166. var skyUniforms = THREE.UniformsUtils.clone( skyShader.uniforms );
  167. var skyMat = new THREE.ShaderMaterial( {
  168. fragmentShader: skyShader.fragmentShader,
  169. vertexShader: skyShader.vertexShader,
  170. uniforms: skyUniforms,
  171. side: THREE.BackSide
  172. } );
  173. var skyGeo = new THREE.SphereBufferGeometry( 450000, 32, 15 );
  174. var skyMesh = new THREE.Mesh( skyGeo, skyMat );
  175. // Expose variables
  176. this.mesh = skyMesh;
  177. this.uniforms = skyUniforms;
  178. };