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| THREE.Sky = function () { |
|
|
| var shader = THREE.Sky.SkyShader; |
|
|
| var material = new THREE.ShaderMaterial( { |
| fragmentShader: shader.fragmentShader, |
| vertexShader: shader.vertexShader, |
| uniforms: THREE.UniformsUtils.clone( shader.uniforms ), |
| side: THREE.BackSide |
| } ); |
|
|
| THREE.Mesh.call( this, new THREE.BoxBufferGeometry( 1, 1, 1 ), material ); |
|
|
| }; |
|
|
| THREE.Sky.prototype = Object.create( THREE.Mesh.prototype ); |
|
|
| THREE.Sky.SkyShader = { |
|
|
| uniforms: { |
| "luminance": { value: 1 }, |
| "turbidity": { value: 2 }, |
| "rayleigh": { value: 1 }, |
| "mieCoefficient": { value: 0.005 }, |
| "mieDirectionalG": { value: 0.8 }, |
| "sunPosition": { value: new THREE.Vector3() } |
| }, |
|
|
| vertexShader: [ |
| 'uniform vec3 sunPosition;', |
| 'uniform float rayleigh;', |
| 'uniform float turbidity;', |
| 'uniform float mieCoefficient;', |
|
|
| 'varying vec3 vWorldPosition;', |
| 'varying vec3 vSunDirection;', |
| 'varying float vSunfade;', |
| 'varying vec3 vBetaR;', |
| 'varying vec3 vBetaM;', |
| 'varying float vSunE;', |
|
|
| 'const vec3 up = vec3( 0.0, 1.0, 0.0 );', |
|
|
| |
| 'const float e = 2.71828182845904523536028747135266249775724709369995957;', |
| 'const float pi = 3.141592653589793238462643383279502884197169;', |
|
|
| |
| 'const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );', |
| |
| |
| 'const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );', |
|
|
| |
| |
| 'const float v = 4.0;', |
| 'const vec3 K = vec3( 0.686, 0.678, 0.666 );', |
| |
| 'const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );', |
|
|
| |
| |
| 'const float cutoffAngle = 1.6110731556870734;', |
| 'const float steepness = 1.5;', |
| 'const float EE = 1000.0;', |
|
|
| 'float sunIntensity( float zenithAngleCos ) {', |
| ' zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );', |
| ' return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );', |
| '}', |
|
|
| 'vec3 totalMie( float T ) {', |
| ' float c = ( 0.2 * T ) * 10E-18;', |
| ' return 0.434 * c * MieConst;', |
| '}', |
|
|
| 'void main() {', |
|
|
| ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );', |
| ' vWorldPosition = worldPosition.xyz;', |
|
|
| ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', |
| ' gl_Position.z = gl_Position.w;', |
|
|
| ' vSunDirection = normalize( sunPosition );', |
|
|
| ' vSunE = sunIntensity( dot( vSunDirection, up ) );', |
|
|
| ' vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );', |
|
|
| ' float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );', |
|
|
| |
| |
| ' vBetaR = totalRayleigh * rayleighCoefficient;', |
|
|
| |
| ' vBetaM = totalMie( turbidity ) * mieCoefficient;', |
|
|
| '}' |
| ].join( '\n' ), |
|
|
| fragmentShader: [ |
| 'varying vec3 vWorldPosition;', |
| 'varying vec3 vSunDirection;', |
| 'varying float vSunfade;', |
| 'varying vec3 vBetaR;', |
| 'varying vec3 vBetaM;', |
| 'varying float vSunE;', |
|
|
| 'uniform float luminance;', |
| 'uniform float mieDirectionalG;', |
|
|
| 'const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );', |
|
|
| |
| 'const float pi = 3.141592653589793238462643383279502884197169;', |
|
|
| 'const float n = 1.0003;', |
| 'const float N = 2.545E25;', |
|
|
| |
| 'const float rayleighZenithLength = 8.4E3;', |
| 'const float mieZenithLength = 1.25E3;', |
| 'const vec3 up = vec3( 0.0, 1.0, 0.0 );', |
| |
| 'const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;', |
|
|
| |
| 'const float THREE_OVER_SIXTEENPI = 0.05968310365946075;', |
| |
| 'const float ONE_OVER_FOURPI = 0.07957747154594767;', |
|
|
| 'float rayleighPhase( float cosTheta ) {', |
| ' return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );', |
| '}', |
|
|
| 'float hgPhase( float cosTheta, float g ) {', |
| ' float g2 = pow( g, 2.0 );', |
| ' float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );', |
| ' return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );', |
| '}', |
|
|
| |
| 'const float A = 0.15;', |
| 'const float B = 0.50;', |
| 'const float C = 0.10;', |
| 'const float D = 0.20;', |
| 'const float E = 0.02;', |
| 'const float F = 0.30;', |
|
|
| 'const float whiteScale = 1.0748724675633854;', |
|
|
| 'vec3 Uncharted2Tonemap( vec3 x ) {', |
| ' return ( ( x * ( A * x + C * B ) + D * E ) / ( x * ( A * x + B ) + D * F ) ) - E / F;', |
| '}', |
|
|
|
|
| 'void main() {', |
| |
| |
| ' float zenithAngle = acos( max( 0.0, dot( up, normalize( vWorldPosition - cameraPos ) ) ) );', |
| ' float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );', |
| ' float sR = rayleighZenithLength * inverse;', |
| ' float sM = mieZenithLength * inverse;', |
|
|
| |
| ' vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );', |
|
|
| |
| ' float cosTheta = dot( normalize( vWorldPosition - cameraPos ), vSunDirection );', |
|
|
| ' float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );', |
| ' vec3 betaRTheta = vBetaR * rPhase;', |
|
|
| ' float mPhase = hgPhase( cosTheta, mieDirectionalG );', |
| ' vec3 betaMTheta = vBetaM * mPhase;', |
|
|
| ' vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );', |
| ' 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 ) );', |
|
|
| |
| ' vec3 direction = normalize( vWorldPosition - cameraPos );', |
| ' float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]', |
| ' float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]', |
| ' vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );', |
| ' vec3 L0 = vec3( 0.1 ) * Fex;', |
|
|
| |
| ' float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );', |
| ' L0 += ( vSunE * 19000.0 * Fex ) * sundisk;', |
|
|
| ' vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );', |
|
|
| ' vec3 curr = Uncharted2Tonemap( ( log2( 2.0 / pow( luminance, 4.0 ) ) ) * texColor );', |
| ' vec3 color = curr * whiteScale;', |
|
|
| ' vec3 retColor = pow( color, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );', |
|
|
| ' gl_FragColor = vec4( retColor, 1.0 );', |
|
|
| '}' |
| ].join( '\n' ) |
|
|
| }; |
|
|