提交 5c0c5baa 编写于 作者: M Mr.doob

More trailing spaces clean up and reformating.

上级 6e4d5088
......@@ -14,174 +14,209 @@
* 6*6*6 = 216 samples.
*
* References:
* Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt
*
* Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt
*/
THREE.ShaderGodRays = {
/* -------------------------------------------------------------------------
// The god-ray generation shader.
//
// First pass:
// The input is the depth map. I found that the output from the
// THREE.MeshDepthMaterial material was directly suitable without
// requiring any treatment whatsoever.
//
// 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: { type: "t", value: 0, texture: null },
fStepSize: { type: "f", value: 1.0 },
vSunPositionScreenSpace: { type: "v2", value: new THREE.Vector2( 0.5, 0.5 ) },
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"varying vec2 vUv;",
"uniform sampler2D tInput;",
"uniform vec2 vSunPositionScreenSpace;",
"uniform float fStepSize;", // filter step size
"#define TAPS_PER_PASS 6.0",
"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;",
// 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 colour. 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. ? texture2D( tInput, uv ).r : .0) ;",
"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.;",
"}"
].join("\n")
THREE.ShaderGodRays = {
/**
* The god-ray generation shader.
*
* First pass:
*
* The input is the depth map. I found that the output from the
* THREE.MeshDepthMaterial material was directly suitable without
* requiring any treatment whatsoever.
*
* 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: {
type: "t",
value: 0,
texture: null
},
fStepSize: {
type: "f",
value: 1.0
},
vSunPositionScreenSpace: {
type: "v2",
value: new THREE.Vector2( 0.5, 0.5 )
}
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"varying vec2 vUv;",
"uniform sampler2D tInput;",
"uniform vec2 vSunPositionScreenSpace;",
"uniform float fStepSize;", // filter step size
"#define TAPS_PER_PASS 6.0",
"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;",
// 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 colour. 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. ? texture2D( tInput, uv ).r : .0) ;",
"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.;",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Additively applies god rays from texture tGodRays to a background (tColors).
//
// fGodRayIntensity attenuates the god rays.
------------------------------------------------------------------------- */
'godrays_combine' : {
uniforms: { tColors: { type: "t", value: 0, texture: null },
tGodRays: { type: "t", value: 1, texture: null },
fGodRayIntensity: { type: "f", value: 0.69 },
vSunPositionScreenSpace: { type: "v2", value: new THREE.Vector2( 0.5, 0.5 ) },
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"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.-texture2D( tGodRays, vUv ).r );",
"gl_FragColor.a = 1.;",
"}"
].join("\n")
/**
* Additively applies god rays from texture tGodRays to a background (tColors).
* fGodRayIntensity attenuates the god rays.
*/
'godrays_combine': {
uniforms: {
tColors: {
type: "t",
value: 0,
texture: null
},
tGodRays: {
type: "t",
value: 1,
texture: null
},
fGodRayIntensity: {
type: "f",
value: 0.69
},
vSunPositionScreenSpace: {
type: "v2",
value: new THREE.Vector2( 0.5, 0.5 )
},
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"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.-texture2D( tGodRays, vUv ).r );",
"gl_FragColor.a = 1.;",
"}"
].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: { type: "v2", value: new THREE.Vector2( 0.5, 0.5 ) },
fAspect: { type: "f", value: 1.0 },
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"varying vec2 vUv;",
"uniform vec2 vSunPositionScreenSpace;",
"uniform float fAspect;",
"void main() {",
"vec2 diff = vUv-vSunPositionScreenSpace;",
// Correct for aspect ratio
"diff.x *= fAspect;",
"float prop = clamp(length(diff)/.5,0.,1.);",
"prop = .35*pow( 1.0 - prop, 3. ) ;",
"gl_FragColor = vec4(prop,prop,0.2,1.);",
"}"
].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: {
type: "v2",
value: new THREE.Vector2( 0.5, 0.5 )
},
fAspect: {
type: "f",
value: 1.0
},
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"varying vec2 vUv;",
"uniform vec2 vSunPositionScreenSpace;",
"uniform float fAspect;",
"void main() {",
"vec2 diff = vUv-vSunPositionScreenSpace;",
// Correct for aspect ratio
"diff.x *= fAspect;",
"float prop = clamp(length(diff)/.5,0.,1.);",
"prop = .35*pow( 1.0 - prop, 3. ) ;",
"gl_FragColor = vec4(prop,prop,0.2,1.);",
"}"
].join("\n")
}
};
\ No newline at end of file
};
http://www.3drt.com/downloads.htm
Monster model from http://www.3drt.com/downloads.htm
\ No newline at end of file
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