three-stdlib
Version:
stand-alone library of threejs examples
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TypeScript
import { Color, Vector3 } from 'three';
/**
* God-rays (crepuscular rays)
*
* Similar implementation to the one used by Crytek for CryEngine 2 [Sousa2008].
* Blurs a mask generated from the depth map along radial lines emanating from the light
* source. The blur repeatedly applies a blur filter of increasing support but constant
* sample count to produce a blur filter with large support.
*
* My implementation performs 3 passes, similar to the implementation from Sousa. I found
* just 6 samples per pass produced acceptible results. The blur is applied three times,
* with decreasing filter support. The result is equivalent to a single pass with
* 6*6*6 = 216 samples.
*
* References:
*
* Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt
*/
export declare const GodRaysDepthMaskShader: {
uniforms: {
tInput: {
value: null;
};
};
vertexShader: string;
fragmentShader: string;
};
/**
* The god-ray generation shader.
*
* First pass:
*
* 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.
*/
export declare const GodRaysGenerateShader: {
uniforms: {
tInput: {
value: null;
};
fStepSize: {
value: number;
};
vSunPositionScreenSpace: {
value: Vector3;
};
};
vertexShader: string;
fragmentShader: string;
};
/**
* Additively applies god rays from texture tGodRays to a background (tColors).
* fGodRayIntensity attenuates the god rays.
*/
export declare const GodRaysCombineShader: {
uniforms: {
tColors: {
value: null;
};
tGodRays: {
value: null;
};
fGodRayIntensity: {
value: number;
};
};
vertexShader: string;
fragmentShader: string;
};
/**
* 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.
*/
export declare const GodRaysFakeSunShader: {
uniforms: {
vSunPositionScreenSpace: {
value: Vector3;
};
fAspect: {
value: number;
};
sunColor: {
value: Color;
};
bgColor: {
value: Color;
};
};
vertexShader: string;
fragmentShader: string;
};