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/** | |
* @author huwb / http://huwbowles.com/ | |
* | |
* 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 | |
*/ | |
THREE.ShaderGodRays = { | |
'godrays_depthMask': { | |
uniforms: { | |
tInput: { | |
value: null | |
} | |
}, | |
vertexShader: [ | |
"varying vec2 vUv;", | |
"void main() {", | |
" vUv = uv;", | |
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", | |
"}" | |
].join( "\n" ), | |
fragmentShader: [ | |
"varying vec2 vUv;", | |
"uniform sampler2D tInput;", | |
"void main() {", | |
" gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );", | |
"}" | |
].join( "\n" ) | |
}, | |
/** | |
* 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. | |
*/ | |
'godrays_generate': { | |
uniforms: { | |
tInput: { | |
value: null | |
}, | |
fStepSize: { | |
value: 1.0 | |
}, | |
vSunPositionScreenSpace: { | |
value: new THREE.Vector2( 0.5, 0.5 ) | |
} | |
}, | |
vertexShader: [ | |
"varying vec2 vUv;", | |
"void main() {", | |
"vUv = uv;", | |
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", | |
"}" | |
].join( "\n" ), | |
fragmentShader: [ | |
"#define TAPS_PER_PASS 6.0", | |
"varying vec2 vUv;", | |
"uniform sampler2D tInput;", | |
"uniform vec2 vSunPositionScreenSpace;", | |
"uniform float fStepSize;", // filter step size | |
"void main() {", | |
// delta from current pixel to "sun" position | |
"vec2 delta = vSunPositionScreenSpace - 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 | |
"if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r;", | |
"uv += stepv;", | |
"if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r;", | |
"uv += stepv;", | |
"if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r;", | |
"uv += stepv;", | |
"if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r;", | |
"uv += stepv;", | |
"if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r;", | |
"uv += stepv;", | |
"if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r;", | |
"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;", | |
"}" | |
].join( "\n" ) | |
}, | |
/** | |
* Additively applies god rays from texture tGodRays to a background (tColors). | |
* fGodRayIntensity attenuates the god rays. | |
*/ | |
'godrays_combine': { | |
uniforms: { | |
tColors: { | |
value: null | |
}, | |
tGodRays: { | |
value: null | |
}, | |
fGodRayIntensity: { | |
value: 0.69 | |
}, | |
vSunPositionScreenSpace: { | |
value: new THREE.Vector2( 0.5, 0.5 ) | |
} | |
}, | |
vertexShader: [ | |
"varying vec2 vUv;", | |
"void main() {", | |
"vUv = uv;", | |
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", | |
"}" | |
].join( "\n" ), | |
fragmentShader: [ | |
"varying vec2 vUv;", | |
"uniform sampler2D tColors;", | |
"uniform sampler2D tGodRays;", | |
"uniform vec2 vSunPositionScreenSpace;", | |
"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;", | |
"}" | |
].join( "\n" ) | |
}, | |
/** | |
* 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. | |
*/ | |
'godrays_fake_sun': { | |
uniforms: { | |
vSunPositionScreenSpace: { | |
value: new THREE.Vector2( 0.5, 0.5 ) | |
}, | |
fAspect: { | |
value: 1.0 | |
}, | |
sunColor: { | |
value: new THREE.Color( 0xffee00 ) | |
}, | |
bgColor: { | |
value: new THREE.Color( 0x000000 ) | |
} | |
}, | |
vertexShader: [ | |
"varying vec2 vUv;", | |
"void main() {", | |
"vUv = uv;", | |
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", | |
"}" | |
].join( "\n" ), | |
fragmentShader: [ | |
"varying vec2 vUv;", | |
"uniform vec2 vSunPositionScreenSpace;", | |
"uniform float fAspect;", | |
"uniform vec3 sunColor;", | |
"uniform vec3 bgColor;", | |
"void main() {", | |
"vec2 diff = vUv - vSunPositionScreenSpace;", | |
// 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 = mix( sunColor, bgColor, 1.0 - prop );", | |
"gl_FragColor.w = 1.0;", | |
"}" | |
].join( "\n" ) | |
} | |
}; | |