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| THREE.ShaderLib[ 'ocean_sim_vertex' ] = { |
| vertexShader: [ |
| 'varying vec2 vUV;', |
|
|
| 'void main (void) {', |
| 'vUV = position.xy * 0.5 + 0.5;', |
| 'gl_Position = vec4(position, 1.0 );', |
| '}' |
| ].join( '\n' ) |
| }; |
| THREE.ShaderLib[ 'ocean_subtransform' ] = { |
| uniforms: { |
| "u_input": { value: null }, |
| "u_transformSize": { value: 512.0 }, |
| "u_subtransformSize": { value: 250.0 } |
| }, |
| fragmentShader: [ |
| |
|
|
| 'precision highp float;', |
| '#include <common>', |
|
|
| 'uniform sampler2D u_input;', |
| 'uniform float u_transformSize;', |
| 'uniform float u_subtransformSize;', |
|
|
| 'varying vec2 vUV;', |
|
|
| 'vec2 multiplyComplex (vec2 a, vec2 b) {', |
| 'return vec2(a[0] * b[0] - a[1] * b[1], a[1] * b[0] + a[0] * b[1]);', |
| '}', |
|
|
| 'void main (void) {', |
| '#ifdef HORIZONTAL', |
| 'float index = vUV.x * u_transformSize - 0.5;', |
| '#else', |
| 'float index = vUV.y * u_transformSize - 0.5;', |
| '#endif', |
|
|
| 'float evenIndex = floor(index / u_subtransformSize) * (u_subtransformSize * 0.5) + mod(index, u_subtransformSize * 0.5);', |
|
|
| |
| '#ifdef HORIZONTAL', |
| 'vec4 even = texture2D(u_input, vec2(evenIndex + 0.5, gl_FragCoord.y) / u_transformSize).rgba;', |
| 'vec4 odd = texture2D(u_input, vec2(evenIndex + u_transformSize * 0.5 + 0.5, gl_FragCoord.y) / u_transformSize).rgba;', |
| '#else', |
| 'vec4 even = texture2D(u_input, vec2(gl_FragCoord.x, evenIndex + 0.5) / u_transformSize).rgba;', |
| 'vec4 odd = texture2D(u_input, vec2(gl_FragCoord.x, evenIndex + u_transformSize * 0.5 + 0.5) / u_transformSize).rgba;', |
| '#endif', |
|
|
| 'float twiddleArgument = -2.0 * PI * (index / u_subtransformSize);', |
| 'vec2 twiddle = vec2(cos(twiddleArgument), sin(twiddleArgument));', |
|
|
| 'vec2 outputA = even.xy + multiplyComplex(twiddle, odd.xy);', |
| 'vec2 outputB = even.zw + multiplyComplex(twiddle, odd.zw);', |
|
|
| 'gl_FragColor = vec4(outputA, outputB);', |
| '}' |
| ].join( '\n' ) |
| }; |
| THREE.ShaderLib[ 'ocean_initial_spectrum' ] = { |
| uniforms: { |
| "u_wind": { value: new THREE.Vector2( 10.0, 10.0 ) }, |
| "u_resolution": { value: 512.0 }, |
| "u_size": { value: 250.0 } |
| }, |
| vertexShader: [ |
| 'void main (void) {', |
| 'gl_Position = vec4(position, 1.0);', |
| '}' |
| ].join( '\n' ), |
| fragmentShader: [ |
| 'precision highp float;', |
| '#include <common>', |
|
|
| 'const float G = 9.81;', |
| 'const float KM = 370.0;', |
| 'const float CM = 0.23;', |
|
|
| 'uniform vec2 u_wind;', |
| 'uniform float u_resolution;', |
| 'uniform float u_size;', |
|
|
| 'float omega (float k) {', |
| 'return sqrt(G * k * (1.0 + pow2(k / KM)));', |
| '}', |
|
|
| 'float tanh (float x) {', |
| 'return (1.0 - exp(-2.0 * x)) / (1.0 + exp(-2.0 * x));', |
| '}', |
|
|
| 'void main (void) {', |
| 'vec2 coordinates = gl_FragCoord.xy - 0.5;', |
|
|
| 'float n = (coordinates.x < u_resolution * 0.5) ? coordinates.x : coordinates.x - u_resolution;', |
| 'float m = (coordinates.y < u_resolution * 0.5) ? coordinates.y : coordinates.y - u_resolution;', |
|
|
| 'vec2 K = (2.0 * PI * vec2(n, m)) / u_size;', |
| 'float k = length(K);', |
|
|
| 'float l_wind = length(u_wind);', |
|
|
| 'float Omega = 0.84;', |
| 'float kp = G * pow2(Omega / l_wind);', |
|
|
| 'float c = omega(k) / k;', |
| 'float cp = omega(kp) / kp;', |
|
|
| 'float Lpm = exp(-1.25 * pow2(kp / k));', |
| 'float gamma = 1.7;', |
| 'float sigma = 0.08 * (1.0 + 4.0 * pow(Omega, -3.0));', |
| 'float Gamma = exp(-pow2(sqrt(k / kp) - 1.0) / 2.0 * pow2(sigma));', |
| 'float Jp = pow(gamma, Gamma);', |
| 'float Fp = Lpm * Jp * exp(-Omega / sqrt(10.0) * (sqrt(k / kp) - 1.0));', |
| 'float alphap = 0.006 * sqrt(Omega);', |
| 'float Bl = 0.5 * alphap * cp / c * Fp;', |
|
|
| 'float z0 = 0.000037 * pow2(l_wind) / G * pow(l_wind / cp, 0.9);', |
| 'float uStar = 0.41 * l_wind / log(10.0 / z0);', |
| 'float alpham = 0.01 * ((uStar < CM) ? (1.0 + log(uStar / CM)) : (1.0 + 3.0 * log(uStar / CM)));', |
| 'float Fm = exp(-0.25 * pow2(k / KM - 1.0));', |
| 'float Bh = 0.5 * alpham * CM / c * Fm * Lpm;', |
|
|
| 'float a0 = log(2.0) / 4.0;', |
| 'float am = 0.13 * uStar / CM;', |
| 'float Delta = tanh(a0 + 4.0 * pow(c / cp, 2.5) + am * pow(CM / c, 2.5));', |
|
|
| 'float cosPhi = dot(normalize(u_wind), normalize(K));', |
|
|
| 'float S = (1.0 / (2.0 * PI)) * pow(k, -4.0) * (Bl + Bh) * (1.0 + Delta * (2.0 * cosPhi * cosPhi - 1.0));', |
|
|
| 'float dk = 2.0 * PI / u_size;', |
| 'float h = sqrt(S / 2.0) * dk;', |
|
|
| 'if (K.x == 0.0 && K.y == 0.0) {', |
| 'h = 0.0;', |
| '}', |
| 'gl_FragColor = vec4(h, 0.0, 0.0, 0.0);', |
| '}' |
| ].join( '\n' ) |
| }; |
| THREE.ShaderLib[ 'ocean_phase' ] = { |
| uniforms: { |
| "u_phases": { value: null }, |
| "u_deltaTime": { value: null }, |
| "u_resolution": { value: null }, |
| "u_size": { value: null } |
| }, |
| fragmentShader: [ |
| 'precision highp float;', |
| '#include <common>', |
|
|
| 'const float G = 9.81;', |
| 'const float KM = 370.0;', |
|
|
| 'varying vec2 vUV;', |
|
|
| 'uniform sampler2D u_phases;', |
| 'uniform float u_deltaTime;', |
| 'uniform float u_resolution;', |
| 'uniform float u_size;', |
|
|
| 'float omega (float k) {', |
| 'return sqrt(G * k * (1.0 + k * k / KM * KM));', |
| '}', |
|
|
| 'void main (void) {', |
| 'float deltaTime = 1.0 / 60.0;', |
| 'vec2 coordinates = gl_FragCoord.xy - 0.5;', |
| 'float n = (coordinates.x < u_resolution * 0.5) ? coordinates.x : coordinates.x - u_resolution;', |
| 'float m = (coordinates.y < u_resolution * 0.5) ? coordinates.y : coordinates.y - u_resolution;', |
| 'vec2 waveVector = (2.0 * PI * vec2(n, m)) / u_size;', |
|
|
| 'float phase = texture2D(u_phases, vUV).r;', |
| 'float deltaPhase = omega(length(waveVector)) * u_deltaTime;', |
| 'phase = mod(phase + deltaPhase, 2.0 * PI);', |
|
|
| 'gl_FragColor = vec4(phase, 0.0, 0.0, 0.0);', |
| '}' |
| ].join( '\n' ) |
| }; |
| THREE.ShaderLib[ 'ocean_spectrum' ] = { |
| uniforms: { |
| "u_size": { value: null }, |
| "u_resolution": { value: null }, |
| "u_choppiness": { value: null }, |
| "u_phases": { value: null }, |
| "u_initialSpectrum": { value: null } |
| }, |
| fragmentShader: [ |
| 'precision highp float;', |
| '#include <common>', |
|
|
| 'const float G = 9.81;', |
| 'const float KM = 370.0;', |
|
|
| 'varying vec2 vUV;', |
|
|
| 'uniform float u_size;', |
| 'uniform float u_resolution;', |
| 'uniform float u_choppiness;', |
| 'uniform sampler2D u_phases;', |
| 'uniform sampler2D u_initialSpectrum;', |
|
|
| 'vec2 multiplyComplex (vec2 a, vec2 b) {', |
| 'return vec2(a[0] * b[0] - a[1] * b[1], a[1] * b[0] + a[0] * b[1]);', |
| '}', |
|
|
| 'vec2 multiplyByI (vec2 z) {', |
| 'return vec2(-z[1], z[0]);', |
| '}', |
|
|
| 'float omega (float k) {', |
| 'return sqrt(G * k * (1.0 + k * k / KM * KM));', |
| '}', |
|
|
| 'void main (void) {', |
| 'vec2 coordinates = gl_FragCoord.xy - 0.5;', |
| 'float n = (coordinates.x < u_resolution * 0.5) ? coordinates.x : coordinates.x - u_resolution;', |
| 'float m = (coordinates.y < u_resolution * 0.5) ? coordinates.y : coordinates.y - u_resolution;', |
| 'vec2 waveVector = (2.0 * PI * vec2(n, m)) / u_size;', |
|
|
| 'float phase = texture2D(u_phases, vUV).r;', |
| 'vec2 phaseVector = vec2(cos(phase), sin(phase));', |
|
|
| 'vec2 h0 = texture2D(u_initialSpectrum, vUV).rg;', |
| 'vec2 h0Star = texture2D(u_initialSpectrum, vec2(1.0 - vUV + 1.0 / u_resolution)).rg;', |
| 'h0Star.y *= -1.0;', |
|
|
| 'vec2 h = multiplyComplex(h0, phaseVector) + multiplyComplex(h0Star, vec2(phaseVector.x, -phaseVector.y));', |
|
|
| 'vec2 hX = -multiplyByI(h * (waveVector.x / length(waveVector))) * u_choppiness;', |
| 'vec2 hZ = -multiplyByI(h * (waveVector.y / length(waveVector))) * u_choppiness;', |
|
|
| |
| 'if (waveVector.x == 0.0 && waveVector.y == 0.0) {', |
| 'h = vec2(0.0);', |
| 'hX = vec2(0.0);', |
| 'hZ = vec2(0.0);', |
| '}', |
|
|
| 'gl_FragColor = vec4(hX + multiplyByI(h), hZ);', |
| '}' |
| ].join( '\n' ) |
| }; |
| THREE.ShaderLib[ 'ocean_normals' ] = { |
| uniforms: { |
| "u_displacementMap": { value: null }, |
| "u_resolution": { value: null }, |
| "u_size": { value: null } |
| }, |
| fragmentShader: [ |
| 'precision highp float;', |
|
|
| 'varying vec2 vUV;', |
|
|
| 'uniform sampler2D u_displacementMap;', |
| 'uniform float u_resolution;', |
| 'uniform float u_size;', |
|
|
| 'void main (void) {', |
| 'float texel = 1.0 / u_resolution;', |
| 'float texelSize = u_size / u_resolution;', |
|
|
| 'vec3 center = texture2D(u_displacementMap, vUV).rgb;', |
| 'vec3 right = vec3(texelSize, 0.0, 0.0) + texture2D(u_displacementMap, vUV + vec2(texel, 0.0)).rgb - center;', |
| 'vec3 left = vec3(-texelSize, 0.0, 0.0) + texture2D(u_displacementMap, vUV + vec2(-texel, 0.0)).rgb - center;', |
| 'vec3 top = vec3(0.0, 0.0, -texelSize) + texture2D(u_displacementMap, vUV + vec2(0.0, -texel)).rgb - center;', |
| 'vec3 bottom = vec3(0.0, 0.0, texelSize) + texture2D(u_displacementMap, vUV + vec2(0.0, texel)).rgb - center;', |
|
|
| 'vec3 topRight = cross(right, top);', |
| 'vec3 topLeft = cross(top, left);', |
| 'vec3 bottomLeft = cross(left, bottom);', |
| 'vec3 bottomRight = cross(bottom, right);', |
|
|
| 'gl_FragColor = vec4(normalize(topRight + topLeft + bottomLeft + bottomRight), 1.0);', |
| '}' |
| ].join( '\n' ) |
| }; |
| THREE.ShaderLib[ 'ocean_main' ] = { |
| uniforms: { |
| "u_displacementMap": { value: null }, |
| "u_normalMap": { value: null }, |
| "u_geometrySize": { value: null }, |
| "u_size": { value: null }, |
| "u_projectionMatrix": { value: null }, |
| "u_viewMatrix": { value: null }, |
| "u_cameraPosition": { value: null }, |
| "u_skyColor": { value: null }, |
| "u_oceanColor": { value: null }, |
| "u_sunDirection": { value: null }, |
| "u_exposure": { value: null } |
| }, |
| vertexShader: [ |
| 'precision highp float;', |
|
|
| 'varying vec3 vPos;', |
| 'varying vec2 vUV;', |
|
|
| 'uniform mat4 u_projectionMatrix;', |
| 'uniform mat4 u_viewMatrix;', |
| 'uniform float u_size;', |
| 'uniform float u_geometrySize;', |
| 'uniform sampler2D u_displacementMap;', |
|
|
| 'void main (void) {', |
| 'vec3 newPos = position + texture2D(u_displacementMap, uv).rgb * (u_geometrySize / u_size);', |
| 'vPos = newPos;', |
| 'vUV = uv;', |
| 'gl_Position = u_projectionMatrix * u_viewMatrix * vec4(newPos, 1.0);', |
| '}' |
| ].join( '\n' ), |
| fragmentShader: [ |
| 'precision highp float;', |
|
|
| 'varying vec3 vPos;', |
| 'varying vec2 vUV;', |
|
|
| 'uniform sampler2D u_displacementMap;', |
| 'uniform sampler2D u_normalMap;', |
| 'uniform vec3 u_cameraPosition;', |
| 'uniform vec3 u_oceanColor;', |
| 'uniform vec3 u_skyColor;', |
| 'uniform vec3 u_sunDirection;', |
| 'uniform float u_exposure;', |
|
|
| 'vec3 hdr (vec3 color, float exposure) {', |
| 'return 1.0 - exp(-color * exposure);', |
| '}', |
|
|
| 'void main (void) {', |
| 'vec3 normal = texture2D(u_normalMap, vUV).rgb;', |
|
|
| 'vec3 view = normalize(u_cameraPosition - vPos);', |
| 'float fresnel = 0.02 + 0.98 * pow(1.0 - dot(normal, view), 5.0);', |
| 'vec3 sky = fresnel * u_skyColor;', |
|
|
| 'float diffuse = clamp(dot(normal, normalize(u_sunDirection)), 0.0, 1.0);', |
| 'vec3 water = (1.0 - fresnel) * u_oceanColor * u_skyColor * diffuse;', |
|
|
| 'vec3 color = sky + water;', |
|
|
| 'gl_FragColor = vec4(hdr(color, u_exposure), 1.0);', |
| '}' |
| ].join( '\n' ) |
| }; |
|
|