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three-shaders

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three-shaders - a library of shaders included with Three.js library

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// 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 var THREE = require('three'); var OceanShaderLib = []; OceanShaderLib['ocean_sim_vertex'] = function() { return { vertexShader: ` varying vec2 vUV; void main (void) { vUV = position.xy * 0.5 + 0.5; gl_Position = vec4(position, 1.0 ); } ` } }; OceanShaderLib['ocean_subtransform'] = function() { return { 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 <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); //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); } ` } }; OceanShaderLib['ocean_initial_spectrum'] = function() { return { uniforms: { u_wind: { value: new THREE.Vector2( 10.0, 10.0 ) }, u_resolution: { value: 512.0 }, u_size: { value: 250.0 } }, 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; //no DC term } gl_FragColor = vec4(h, 0.0, 0.0, 0.0); } ` } }; OceanShaderLib['ocean_phase'] = function() { return { 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); } ` } }; OceanShaderLib['ocean_spectrum'] = function() { return { 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; //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); } ` } }; OceanShaderLib['ocean_normals'] = function() { return { 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); } ` } }; OceanShaderLib['ocean_main'] = function() { return { 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); } `, 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); } ` } }; module.exports = OceanShaderLib;