/* Author: Aleksandr Albert // Website: www.routter.co.tt // Description: A deep water ocean shader set // based on an implementation of a Tessendorf Waves // originally presented by David Li ( www.david.li/waves ) // The general method is to apply shaders to simulation Framebuffers // and then sample these framebuffers when rendering the ocean mesh // The set uses 7 shaders: // -- Simulation shaders // [1] ocean_sim_vertex -> Vertex shader used to set up a 2x2 simulation plane centered at (0,0) // [2] ocean_subtransform -> Fragment shader used to subtransform the mesh (generates the displacement map) // [3] ocean_initial_spectrum -> Fragment shader used to set intitial wave frequency at a texel coordinate // [4] ocean_phase -> Fragment shader used to set wave phase at a texel coordinate // [5] ocean_spectrum -> Fragment shader used to set current wave frequency at a texel coordinate // [6] ocean_normal -> Fragment shader used to set face normals at a texel coordinate // -- Rendering Shader // [7] ocean_main -> Vertex and Fragment shader used to create the final render */ import { Vector2 } from "../../../build/three.module.js"; var OceanShaders = {}; OceanShaders[ "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" ) }; OceanShaders[ "ocean_subtransform" ] = { uniforms: { "u_input": { value: null }, "u_transformSize": { value: 512.0 }, "u_subtransformSize": { value: 250.0 } }, fragmentShader: [ //GPU FFT using a Stockham formulation "precision highp float;", "#include ", "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);", //transform two complex sequences simultaneously " #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" ) }; OceanShaders[ "ocean_initial_spectrum" ] = { uniforms: { "u_wind": { value: new 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 ", "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)));", "}", "#if __VERSION__ == 100", "float tanh (float x) {", " return (1.0 - exp(-2.0 * x)) / (1.0 + exp(-2.0 * x));", "}", "#endif", "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;", //no DC term " }", " gl_FragColor = vec4(h, 0.0, 0.0, 0.0);", "}" ].join( "\n" ) }; OceanShaders[ "ocean_phase" ] = { uniforms: { "u_phases": { value: null }, "u_deltaTime": { value: null }, "u_resolution": { value: null }, "u_size": { value: null } }, fragmentShader: [ "precision highp float;", "#include ", "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" ) }; OceanShaders[ "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 ", "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;", //no DC term " 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" ) }; OceanShaders[ "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" ) }; OceanShaders[ "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" ) }; export { OceanShaders };