322 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			322 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| import {
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| 	Color,
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| 	Vector3
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| } from 'three';
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| 
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| /**
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|  * God-rays (crepuscular rays)
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|  *
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|  * Similar implementation to the one used by Crytek for CryEngine 2 [Sousa2008].
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|  * Blurs a mask generated from the depth map along radial lines emanating from the light
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|  * source. The blur repeatedly applies a blur filter of increasing support but constant
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|  * sample count to produce a blur filter with large support.
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|  *
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|  * My implementation performs 3 passes, similar to the implementation from Sousa. I found
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|  * just 6 samples per pass produced acceptible results. The blur is applied three times,
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|  * with decreasing filter support. The result is equivalent to a single pass with
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|  * 6*6*6 = 216 samples.
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|  *
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|  * References:
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|  *
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|  * Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt
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|  */
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| 
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| const GodRaysDepthMaskShader = {
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| 
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| 	name: 'GodRaysDepthMaskShader',
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| 
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| 	uniforms: {
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| 
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| 		tInput: {
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| 			value: null
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| 		}
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| 
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| 	},
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| 
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| 	vertexShader: /* glsl */`
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| 
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| 		varying vec2 vUv;
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| 
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| 		void main() {
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| 
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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: /* glsl */`
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| 
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| 		varying vec2 vUv;
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| 
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| 		uniform sampler2D tInput;
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| 
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| 		void main() {
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| 
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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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| 
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| 
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| /**
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|  * The god-ray generation shader.
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|  *
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|  * First pass:
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|  *
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|  * The depth map is blurred along radial lines towards the "sun". The
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|  * output is written to a temporary render target (I used a 1/4 sized
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|  * target).
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|  *
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|  * Pass two & three:
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|  *
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|  * The results of the previous pass are re-blurred, each time with a
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|  * decreased distance between samples.
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|  */
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| 
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| const GodRaysGenerateShader = {
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| 
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| 	name: 'GodRaysGenerateShader',
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| 
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| 	uniforms: {
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| 
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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: 1.0
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| 		},
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| 		vSunPositionScreenSpace: {
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| 			value: new Vector3()
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| 		}
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| 
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| 	},
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| 
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| 	vertexShader: /* glsl */`
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| 
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| 		varying vec2 vUv;
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| 
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| 		void main() {
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| 
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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: /* glsl */`
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| 
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| 		#define TAPS_PER_PASS 6.0
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| 
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| 		varying vec2 vUv;
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| 
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| 		uniform sampler2D tInput;
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| 
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| 		uniform vec3 vSunPositionScreenSpace;
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| 		uniform float fStepSize; // filter step size
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| 
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| 		void main() {
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| 
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| 		// delta from current pixel to "sun" position
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| 
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| 			vec2 delta = vSunPositionScreenSpace.xy - vUv;
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| 			float dist = length( delta );
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| 
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| 		// Step vector (uv space)
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| 
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| 			vec2 stepv = fStepSize * delta / dist;
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| 
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| 		// Number of iterations between pixel and sun
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| 
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| 			float iters = dist/fStepSize;
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| 
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| 			vec2 uv = vUv.xy;
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| 			float col = 0.0;
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| 
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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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| 		/*
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| 		// Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
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| 		// so i've just left the loop
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| 
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| 		"for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
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| 
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| 		// Accumulate samples, making sure we dont walk past the light source.
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| 
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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 don't 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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| 
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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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| 		*/
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| 
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| 		// Unrolling loop manually makes it work in ANGLE
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| /**
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|  * Additively applies god rays from texture tGodRays to a background (tColors).
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|  * fGodRayIntensity attenuates the god rays.
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|  */
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| 
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| const GodRaysCombineShader = {
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| 
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| 	name: 'GodRaysCombineShader',
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| 
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| 	uniforms: {
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| 
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| 		tColors: {
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| 			value: null
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| 		},
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| 
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| 		tGodRays: {
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| 			value: null
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| 		},
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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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| 	},
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| 
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| 	vertexShader: /* glsl */`
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| 
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| 		varying vec2 vUv;
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| 
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| 		void main() {
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| 
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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: /* glsl */`
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| 
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| 		varying vec2 vUv;
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| 
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| 		uniform sampler2D tColors;
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| 		uniform sampler2D tGodRays;
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| 
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| 		uniform float fGodRayIntensity;
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| 
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| 		void main() {
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| 
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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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| 
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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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| 
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| 
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| /**
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|  * A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be
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|  * cheaper/faster/simpler to implement this as a simple sun sprite.
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|  */
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| 
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| const GodRaysFakeSunShader = {
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| 
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| 	name: 'GodRaysFakeSunShader',
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| 
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| 	uniforms: {
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| 
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| 		vSunPositionScreenSpace: {
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| 			value: new Vector3()
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| 		},
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| 
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| 		fAspect: {
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| 			value: 1.0
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| 		},
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| 
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| 		sunColor: {
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| 			value: new Color( 0xffee00 )
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| 		},
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| 
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| 		bgColor: {
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| 			value: new Color( 0x000000 )
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| 		}
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| 
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| 	},
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| 
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| 	vertexShader: /* glsl */`
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| 
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| 		varying vec2 vUv;
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| 
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| 		void main() {
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| 
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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: /* glsl */`
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| 
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| 		varying vec2 vUv;
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| 
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| 		uniform vec3 vSunPositionScreenSpace;
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| 		uniform float fAspect;
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| 
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| 		uniform vec3 sunColor;
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| 		uniform vec3 bgColor;
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| 
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| 		void main() {
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| 
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| 			vec2 diff = vUv - vSunPositionScreenSpace.xy;
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| 
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| 		// Correct for aspect ratio
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| 
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| 			diff.x *= fAspect;
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| 
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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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| 
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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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| 
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| export { GodRaysDepthMaskShader, GodRaysGenerateShader, GodRaysCombineShader, GodRaysFakeSunShader };
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