mirror of
https://github.com/tengge1/ShadowEditor.git
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374 lines
12 KiB
JavaScript
374 lines
12 KiB
JavaScript
/* Author: Aleksandr Albert
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// Website: www.routter.co.tt
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// Description: A deep water ocean shader set
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// based on an implementation of a Tessendorf Waves
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// originally presented by David Li ( www.david.li/waves )
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// The general method is to apply shaders to simulation Framebuffers
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// and then sample these framebuffers when rendering the ocean mesh
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// The set uses 7 shaders:
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// -- Simulation shaders
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// [1] ocean_sim_vertex -> Vertex shader used to set up a 2x2 simulation plane centered at (0,0)
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// [2] ocean_subtransform -> Fragment shader used to subtransform the mesh (generates the displacement map)
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// [3] ocean_initial_spectrum -> Fragment shader used to set intitial wave frequency at a texel coordinate
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// [4] ocean_phase -> Fragment shader used to set wave phase at a texel coordinate
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// [5] ocean_spectrum -> Fragment shader used to set current wave frequency at a texel coordinate
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// [6] ocean_normal -> Fragment shader used to set face normals at a texel coordinate
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// -- Rendering Shader
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// [7] ocean_main -> Vertex and Fragment shader used to create the final render
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*/
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THREE.OceanShaders = {};
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THREE.OceanShaders[ "ocean_sim_vertex" ] = {
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vertexShader: [
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"varying vec2 vUV;",
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"void main (void) {",
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" vUV = position.xy * 0.5 + 0.5;",
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" gl_Position = vec4(position, 1.0 );",
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"}"
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].join( "\n" )
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};
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THREE.OceanShaders[ "ocean_subtransform" ] = {
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uniforms: {
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"u_input": { value: null },
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"u_transformSize": { value: 512.0 },
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"u_subtransformSize": { value: 250.0 }
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},
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fragmentShader: [
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//GPU FFT using a Stockham formulation
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"precision highp float;",
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"#include <common>",
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"uniform sampler2D u_input;",
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"uniform float u_transformSize;",
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"uniform float u_subtransformSize;",
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"varying vec2 vUV;",
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"vec2 multiplyComplex (vec2 a, vec2 b) {",
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" return vec2(a[0] * b[0] - a[1] * b[1], a[1] * b[0] + a[0] * b[1]);",
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"}",
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"void main (void) {",
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" #ifdef HORIZONTAL",
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" float index = vUV.x * u_transformSize - 0.5;",
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" #else",
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" float index = vUV.y * u_transformSize - 0.5;",
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" #endif",
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" float evenIndex = floor(index / u_subtransformSize) * (u_subtransformSize * 0.5) + mod(index, u_subtransformSize * 0.5);",
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//transform two complex sequences simultaneously
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" #ifdef HORIZONTAL",
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" vec4 even = texture2D(u_input, vec2(evenIndex + 0.5, gl_FragCoord.y) / u_transformSize).rgba;",
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" vec4 odd = texture2D(u_input, vec2(evenIndex + u_transformSize * 0.5 + 0.5, gl_FragCoord.y) / u_transformSize).rgba;",
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" #else",
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" vec4 even = texture2D(u_input, vec2(gl_FragCoord.x, evenIndex + 0.5) / u_transformSize).rgba;",
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" vec4 odd = texture2D(u_input, vec2(gl_FragCoord.x, evenIndex + u_transformSize * 0.5 + 0.5) / u_transformSize).rgba;",
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" #endif",
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" float twiddleArgument = -2.0 * PI * (index / u_subtransformSize);",
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" vec2 twiddle = vec2(cos(twiddleArgument), sin(twiddleArgument));",
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" vec2 outputA = even.xy + multiplyComplex(twiddle, odd.xy);",
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" vec2 outputB = even.zw + multiplyComplex(twiddle, odd.zw);",
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" gl_FragColor = vec4(outputA, outputB);",
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"}"
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].join( "\n" )
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};
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THREE.OceanShaders[ "ocean_initial_spectrum" ] = {
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uniforms: {
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"u_wind": { value: new THREE.Vector2( 10.0, 10.0 ) },
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"u_resolution": { value: 512.0 },
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"u_size": { value: 250.0 }
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},
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vertexShader: [
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"void main (void) {",
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" gl_Position = vec4(position, 1.0);",
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"}"
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].join( "\n" ),
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fragmentShader: [
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"precision highp float;",
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"#include <common>",
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"const float G = 9.81;",
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"const float KM = 370.0;",
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"const float CM = 0.23;",
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"uniform vec2 u_wind;",
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"uniform float u_resolution;",
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"uniform float u_size;",
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"float omega (float k) {",
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" return sqrt(G * k * (1.0 + pow2(k / KM)));",
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"}",
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"#if __VERSION__ == 100",
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"float tanh (float x) {",
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" return (1.0 - exp(-2.0 * x)) / (1.0 + exp(-2.0 * x));",
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"}",
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"#endif",
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"void main (void) {",
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" vec2 coordinates = gl_FragCoord.xy - 0.5;",
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" float n = (coordinates.x < u_resolution * 0.5) ? coordinates.x : coordinates.x - u_resolution;",
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" float m = (coordinates.y < u_resolution * 0.5) ? coordinates.y : coordinates.y - u_resolution;",
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" vec2 K = (2.0 * PI * vec2(n, m)) / u_size;",
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" float k = length(K);",
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" float l_wind = length(u_wind);",
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" float Omega = 0.84;",
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" float kp = G * pow2(Omega / l_wind);",
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" float c = omega(k) / k;",
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" float cp = omega(kp) / kp;",
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" float Lpm = exp(-1.25 * pow2(kp / k));",
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" float gamma = 1.7;",
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" float sigma = 0.08 * (1.0 + 4.0 * pow(Omega, -3.0));",
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" float Gamma = exp(-pow2(sqrt(k / kp) - 1.0) / 2.0 * pow2(sigma));",
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" float Jp = pow(gamma, Gamma);",
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" float Fp = Lpm * Jp * exp(-Omega / sqrt(10.0) * (sqrt(k / kp) - 1.0));",
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" float alphap = 0.006 * sqrt(Omega);",
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" float Bl = 0.5 * alphap * cp / c * Fp;",
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" float z0 = 0.000037 * pow2(l_wind) / G * pow(l_wind / cp, 0.9);",
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" float uStar = 0.41 * l_wind / log(10.0 / z0);",
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" float alpham = 0.01 * ((uStar < CM) ? (1.0 + log(uStar / CM)) : (1.0 + 3.0 * log(uStar / CM)));",
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" float Fm = exp(-0.25 * pow2(k / KM - 1.0));",
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" float Bh = 0.5 * alpham * CM / c * Fm * Lpm;",
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" float a0 = log(2.0) / 4.0;",
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" float am = 0.13 * uStar / CM;",
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" float Delta = tanh(a0 + 4.0 * pow(c / cp, 2.5) + am * pow(CM / c, 2.5));",
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" float cosPhi = dot(normalize(u_wind), normalize(K));",
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" float S = (1.0 / (2.0 * PI)) * pow(k, -4.0) * (Bl + Bh) * (1.0 + Delta * (2.0 * cosPhi * cosPhi - 1.0));",
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" float dk = 2.0 * PI / u_size;",
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" float h = sqrt(S / 2.0) * dk;",
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" if (K.x == 0.0 && K.y == 0.0) {",
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" h = 0.0;", //no DC term
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" }",
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" gl_FragColor = vec4(h, 0.0, 0.0, 0.0);",
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"}"
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].join( "\n" )
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};
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THREE.OceanShaders[ "ocean_phase" ] = {
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uniforms: {
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"u_phases": { value: null },
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"u_deltaTime": { value: null },
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"u_resolution": { value: null },
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"u_size": { value: null }
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},
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fragmentShader: [
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"precision highp float;",
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"#include <common>",
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"const float G = 9.81;",
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"const float KM = 370.0;",
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"varying vec2 vUV;",
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"uniform sampler2D u_phases;",
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"uniform float u_deltaTime;",
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"uniform float u_resolution;",
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"uniform float u_size;",
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"float omega (float k) {",
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" return sqrt(G * k * (1.0 + k * k / KM * KM));",
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"}",
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"void main (void) {",
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" float deltaTime = 1.0 / 60.0;",
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" vec2 coordinates = gl_FragCoord.xy - 0.5;",
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" float n = (coordinates.x < u_resolution * 0.5) ? coordinates.x : coordinates.x - u_resolution;",
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" float m = (coordinates.y < u_resolution * 0.5) ? coordinates.y : coordinates.y - u_resolution;",
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" vec2 waveVector = (2.0 * PI * vec2(n, m)) / u_size;",
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" float phase = texture2D(u_phases, vUV).r;",
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" float deltaPhase = omega(length(waveVector)) * u_deltaTime;",
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" phase = mod(phase + deltaPhase, 2.0 * PI);",
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" gl_FragColor = vec4(phase, 0.0, 0.0, 0.0);",
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"}"
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].join( "\n" )
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};
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THREE.OceanShaders[ "ocean_spectrum" ] = {
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uniforms: {
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"u_size": { value: null },
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"u_resolution": { value: null },
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"u_choppiness": { value: null },
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"u_phases": { value: null },
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"u_initialSpectrum": { value: null }
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},
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fragmentShader: [
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"precision highp float;",
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"#include <common>",
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"const float G = 9.81;",
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"const float KM = 370.0;",
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"varying vec2 vUV;",
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"uniform float u_size;",
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"uniform float u_resolution;",
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"uniform float u_choppiness;",
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"uniform sampler2D u_phases;",
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"uniform sampler2D u_initialSpectrum;",
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"vec2 multiplyComplex (vec2 a, vec2 b) {",
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" return vec2(a[0] * b[0] - a[1] * b[1], a[1] * b[0] + a[0] * b[1]);",
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"}",
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"vec2 multiplyByI (vec2 z) {",
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" return vec2(-z[1], z[0]);",
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"}",
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"float omega (float k) {",
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" return sqrt(G * k * (1.0 + k * k / KM * KM));",
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"}",
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"void main (void) {",
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" vec2 coordinates = gl_FragCoord.xy - 0.5;",
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" float n = (coordinates.x < u_resolution * 0.5) ? coordinates.x : coordinates.x - u_resolution;",
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" float m = (coordinates.y < u_resolution * 0.5) ? coordinates.y : coordinates.y - u_resolution;",
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" vec2 waveVector = (2.0 * PI * vec2(n, m)) / u_size;",
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" float phase = texture2D(u_phases, vUV).r;",
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" vec2 phaseVector = vec2(cos(phase), sin(phase));",
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" vec2 h0 = texture2D(u_initialSpectrum, vUV).rg;",
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" vec2 h0Star = texture2D(u_initialSpectrum, vec2(1.0 - vUV + 1.0 / u_resolution)).rg;",
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" h0Star.y *= -1.0;",
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" vec2 h = multiplyComplex(h0, phaseVector) + multiplyComplex(h0Star, vec2(phaseVector.x, -phaseVector.y));",
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" vec2 hX = -multiplyByI(h * (waveVector.x / length(waveVector))) * u_choppiness;",
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" vec2 hZ = -multiplyByI(h * (waveVector.y / length(waveVector))) * u_choppiness;",
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//no DC term
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" if (waveVector.x == 0.0 && waveVector.y == 0.0) {",
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" h = vec2(0.0);",
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" hX = vec2(0.0);",
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" hZ = vec2(0.0);",
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" }",
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" gl_FragColor = vec4(hX + multiplyByI(h), hZ);",
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"}"
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].join( "\n" )
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};
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THREE.OceanShaders[ "ocean_normals" ] = {
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uniforms: {
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"u_displacementMap": { value: null },
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"u_resolution": { value: null },
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"u_size": { value: null }
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},
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fragmentShader: [
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"precision highp float;",
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"varying vec2 vUV;",
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"uniform sampler2D u_displacementMap;",
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"uniform float u_resolution;",
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"uniform float u_size;",
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"void main (void) {",
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" float texel = 1.0 / u_resolution;",
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" float texelSize = u_size / u_resolution;",
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" vec3 center = texture2D(u_displacementMap, vUV).rgb;",
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" vec3 right = vec3(texelSize, 0.0, 0.0) + texture2D(u_displacementMap, vUV + vec2(texel, 0.0)).rgb - center;",
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" vec3 left = vec3(-texelSize, 0.0, 0.0) + texture2D(u_displacementMap, vUV + vec2(-texel, 0.0)).rgb - center;",
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" vec3 top = vec3(0.0, 0.0, -texelSize) + texture2D(u_displacementMap, vUV + vec2(0.0, -texel)).rgb - center;",
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" vec3 bottom = vec3(0.0, 0.0, texelSize) + texture2D(u_displacementMap, vUV + vec2(0.0, texel)).rgb - center;",
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" vec3 topRight = cross(right, top);",
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" vec3 topLeft = cross(top, left);",
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" vec3 bottomLeft = cross(left, bottom);",
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" vec3 bottomRight = cross(bottom, right);",
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" gl_FragColor = vec4(normalize(topRight + topLeft + bottomLeft + bottomRight), 1.0);",
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"}"
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].join( "\n" )
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};
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THREE.OceanShaders[ "ocean_main" ] = {
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uniforms: {
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"u_displacementMap": { value: null },
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"u_normalMap": { value: null },
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"u_geometrySize": { value: null },
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"u_size": { value: null },
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"u_projectionMatrix": { value: null },
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"u_viewMatrix": { value: null },
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"u_cameraPosition": { value: null },
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"u_skyColor": { value: null },
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"u_oceanColor": { value: null },
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"u_sunDirection": { value: null },
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"u_exposure": { value: null }
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},
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vertexShader: [
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"precision highp float;",
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"varying vec3 vPos;",
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"varying vec2 vUV;",
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"uniform mat4 u_projectionMatrix;",
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"uniform mat4 u_viewMatrix;",
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"uniform float u_size;",
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"uniform float u_geometrySize;",
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"uniform sampler2D u_displacementMap;",
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"void main (void) {",
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" vec3 newPos = position + texture2D(u_displacementMap, uv).rgb * (u_geometrySize / u_size);",
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" vPos = newPos;",
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" vUV = uv;",
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" gl_Position = u_projectionMatrix * u_viewMatrix * vec4(newPos, 1.0);",
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"}"
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].join( "\n" ),
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fragmentShader: [
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"precision highp float;",
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"varying vec3 vPos;",
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"varying vec2 vUV;",
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"uniform sampler2D u_displacementMap;",
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"uniform sampler2D u_normalMap;",
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"uniform vec3 u_cameraPosition;",
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"uniform vec3 u_oceanColor;",
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"uniform vec3 u_skyColor;",
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"uniform vec3 u_sunDirection;",
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"uniform float u_exposure;",
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"vec3 hdr (vec3 color, float exposure) {",
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" return 1.0 - exp(-color * exposure);",
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"}",
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"void main (void) {",
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" vec3 normal = texture2D(u_normalMap, vUV).rgb;",
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" vec3 view = normalize(u_cameraPosition - vPos);",
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" float fresnel = 0.02 + 0.98 * pow(1.0 - dot(normal, view), 5.0);",
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" vec3 sky = fresnel * u_skyColor;",
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" float diffuse = clamp(dot(normal, normalize(u_sunDirection)), 0.0, 1.0);",
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" vec3 water = (1.0 - fresnel) * u_oceanColor * u_skyColor * diffuse;",
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" vec3 color = sky + water;",
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" gl_FragColor = vec4(hdr(color, u_exposure), 1.0);",
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"}"
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].join( "\n" )
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};
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