262 lines
5.6 KiB
JavaScript
262 lines
5.6 KiB
JavaScript
import { Vector3, Color } from "three";
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const GodRaysDepthMaskShader = {
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uniforms: {
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tInput: {
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value: null
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}
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},
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vertexShader: (
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`
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),
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fragmentShader: (
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/* glsl */
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`
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varying vec2 vUv;
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uniform sampler2D tInput;
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void main() {
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gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );
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}
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`
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)
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};
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const GodRaysGenerateShader = {
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uniforms: {
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tInput: {
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value: null
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},
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fStepSize: {
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value: 1
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},
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vSunPositionScreenSpace: {
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value: /* @__PURE__ */ new Vector3()
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}
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},
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vertexShader: (
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`
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),
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fragmentShader: (
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/* glsl */
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`
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#define TAPS_PER_PASS 6.0
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varying vec2 vUv;
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uniform sampler2D tInput;
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uniform vec3 vSunPositionScreenSpace;
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uniform float fStepSize; // filter step size
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void main() {
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// delta from current pixel to "sun" position
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vec2 delta = vSunPositionScreenSpace.xy - vUv;
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float dist = length( delta );
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// Step vector (uv space)
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vec2 stepv = fStepSize * delta / dist;
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// Number of iterations between pixel and sun
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float iters = dist/fStepSize;
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vec2 uv = vUv.xy;
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float col = 0.0;
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// This breaks ANGLE in Chrome 22
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// - see http://code.google.com/p/chromium/issues/detail?id=153105
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/*
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// Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
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// so ive just left the loop
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for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {
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// Accumulate samples, making sure we dont walk past the light source.
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// The check for uv.y < 1 would not be necessary with "border" UV wrap
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// mode, with a black border color. I dont think this is currently
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// exposed by three.js. As a result there might be artifacts when the
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// sun is to the left, right or bottom of screen as these cases are
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// not specifically handled.
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col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );
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uv += stepv;
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}
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*/
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// Unrolling loop manually makes it work in ANGLE
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float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) ); // used to fade out godrays
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if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
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uv += stepv;
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if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
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uv += stepv;
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if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
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uv += stepv;
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if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
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uv += stepv;
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if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
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uv += stepv;
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if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
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uv += stepv;
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// Should technically be dividing by iters but TAPS_PER_PASS smooths out
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// objectionable artifacts, in particular near the sun position. The side
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// effect is that the result is darker than it should be around the sun, as
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// TAPS_PER_PASS is greater than the number of samples actually accumulated.
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// When the result is inverted (in the shader godrays_combine this produces
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// a slight bright spot at the position of the sun, even when it is occluded.
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gl_FragColor = vec4( col/TAPS_PER_PASS );
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gl_FragColor.a = 1.0;
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}
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`
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)
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};
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const GodRaysCombineShader = {
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uniforms: {
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tColors: {
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value: null
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},
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tGodRays: {
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value: null
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},
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fGodRayIntensity: {
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value: 0.69
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}
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},
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vertexShader: (
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`
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),
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fragmentShader: (
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/* glsl */
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`
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varying vec2 vUv;
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uniform sampler2D tColors;
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uniform sampler2D tGodRays;
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uniform float fGodRayIntensity;
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void main() {
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// Since THREE.MeshDepthMaterial renders foreground objects white and background
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// objects black, the god-rays will be white streaks. Therefore value is inverted
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// before being combined with tColors
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gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );
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gl_FragColor.a = 1.0;
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}
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`
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)
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};
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const GodRaysFakeSunShader = {
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uniforms: {
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vSunPositionScreenSpace: {
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value: /* @__PURE__ */ new Vector3()
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},
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fAspect: {
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value: 1
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},
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sunColor: {
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value: /* @__PURE__ */ new Color(16772608)
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},
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bgColor: {
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value: /* @__PURE__ */ new Color(0)
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}
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},
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vertexShader: (
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`
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),
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fragmentShader: (
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/* glsl */
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`
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varying vec2 vUv;
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uniform vec3 vSunPositionScreenSpace;
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uniform float fAspect;
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uniform vec3 sunColor;
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uniform vec3 bgColor;
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void main() {
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vec2 diff = vUv - vSunPositionScreenSpace.xy;
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// Correct for aspect ratio
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diff.x *= fAspect;
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float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );
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prop = 0.35 * pow( 1.0 - prop, 3.0 );
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gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;
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gl_FragColor.w = 1.0;
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}
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`
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)
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};
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export {
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GodRaysCombineShader,
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GodRaysDepthMaskShader,
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GodRaysFakeSunShader,
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GodRaysGenerateShader
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};
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//# sourceMappingURL=GodRaysShader.js.map
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