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							- import {
 
- 	Color,
 
- 	Vector3
 
- } from '../../../build/three.module.js';
 
- /**
 
-  * 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
 
-  */
 
- const GodRaysDepthMaskShader = {
 
- 	uniforms: {
 
- 		tInput: {
 
- 			value: null
 
- 		}
 
- 	},
 
- 	vertexShader: /* glsl */`
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 		 vUv = uv;
 
- 		 gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 	 }`,
 
- 	fragmentShader: /* glsl */`
 
- 		varying vec2 vUv;
 
- 		uniform sampler2D tInput;
 
- 		void main() {
 
- 			gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );
 
- 		}`
 
- };
 
- /**
 
-  * 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.
 
-  */
 
- const GodRaysGenerateShader = {
 
- 	uniforms: {
 
- 		tInput: {
 
- 			value: null
 
- 		},
 
- 		fStepSize: {
 
- 			value: 1.0
 
- 		},
 
- 		vSunPositionScreenSpace: {
 
- 			value: new Vector3()
 
- 		}
 
- 	},
 
- 	vertexShader: /* glsl */`
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 		 vUv = uv;
 
- 		 gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 	 }`,
 
- 	fragmentShader: /* glsl */`
 
- 		#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;
 
- 		}`
 
- };
 
- /**
 
-  * Additively applies god rays from texture tGodRays to a background (tColors).
 
-  * fGodRayIntensity attenuates the god rays.
 
-  */
 
- const GodRaysCombineShader = {
 
- 	uniforms: {
 
- 		tColors: {
 
- 			value: null
 
- 		},
 
- 		tGodRays: {
 
- 			value: null
 
- 		},
 
- 		fGodRayIntensity: {
 
- 			value: 0.69
 
- 		}
 
- 	},
 
- 	vertexShader: /* glsl */`
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}`,
 
- 	fragmentShader: /* glsl */`
 
- 		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;
 
- 		}`
 
- };
 
- /**
 
-  * 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.
 
-  */
 
- const GodRaysFakeSunShader = {
 
- 	uniforms: {
 
- 		vSunPositionScreenSpace: {
 
- 			value: new Vector3()
 
- 		},
 
- 		fAspect: {
 
- 			value: 1.0
 
- 		},
 
- 		sunColor: {
 
- 			value: new Color( 0xffee00 )
 
- 		},
 
- 		bgColor: {
 
- 			value: new Color( 0x000000 )
 
- 		}
 
- 	},
 
- 	vertexShader: /* glsl */`
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}`,
 
- 	fragmentShader: /* glsl */`
 
- 		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;
 
- 		}`
 
- };
 
- export { GodRaysDepthMaskShader, GodRaysGenerateShader, GodRaysCombineShader, GodRaysFakeSunShader };
 
 
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