/// var BABYLON; (function (BABYLON) { var SkyMaterialDefines = (function (_super) { __extends(SkyMaterialDefines, _super); function SkyMaterialDefines() { _super.call(this); this.CLIPPLANE = false; this.POINTSIZE = false; this.FOG = false; this.VERTEXCOLOR = false; this.VERTEXALPHA = false; this._keys = Object.keys(this); } return SkyMaterialDefines; })(BABYLON.MaterialDefines); var SkyMaterial = (function (_super) { __extends(SkyMaterial, _super); function SkyMaterial(name, scene) { _super.call(this, name, scene); // Public members this.luminance = 1.0; this.turbidity = 10.0; this.rayleigh = 2.0; this.mieCoefficient = 0.005; this.mieDirectionalG = 0.8; this.distance = 500; this.inclination = 0.49; this.azimuth = 0.25; // Private members this._sunPosition = BABYLON.Vector3.Zero(); this._defines = new SkyMaterialDefines(); this._cachedDefines = new SkyMaterialDefines(); } SkyMaterial.prototype.needAlphaBlending = function () { return (this.alpha < 1.0); }; SkyMaterial.prototype.needAlphaTesting = function () { return false; }; SkyMaterial.prototype.getAlphaTestTexture = function () { return null; }; // Methods SkyMaterial.prototype._checkCache = function (scene, mesh, useInstances) { if (!mesh) { return true; } if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) { return true; } return false; }; SkyMaterial.prototype.isReady = function (mesh, useInstances) { if (this.checkReadyOnlyOnce) { if (this._wasPreviouslyReady) { return true; } } var scene = this.getScene(); if (!this.checkReadyOnEveryCall) { if (this._renderId === scene.getRenderId()) { if (this._checkCache(scene, mesh, useInstances)) { return true; } } } var engine = scene.getEngine(); this._defines.reset(); // Effect if (scene.clipPlane) { this._defines.CLIPPLANE = true; } // Point size if (this.pointsCloud || scene.forcePointsCloud) { this._defines.POINTSIZE = true; } // Fog if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) { this._defines.FOG = true; } // Attribs if (mesh) { if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) { this._defines.VERTEXCOLOR = true; if (mesh.hasVertexAlpha) { this._defines.VERTEXALPHA = true; } } } // Get correct effect if (!this._defines.isEqual(this._cachedDefines) || !this._effect) { this._defines.cloneTo(this._cachedDefines); scene.resetCachedMaterial(); // Fallbacks var fallbacks = new BABYLON.EffectFallbacks(); if (this._defines.FOG) { fallbacks.addFallback(1, "FOG"); } //Attributes var attribs = [BABYLON.VertexBuffer.PositionKind]; if (this._defines.VERTEXCOLOR) { attribs.push(BABYLON.VertexBuffer.ColorKind); } // Legacy browser patch var shaderName = "sky"; var join = this._defines.toString(); this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "viewProjection", "vFogInfos", "vFogColor", "pointSize", "vClipPlane", "luminance", "turbidity", "rayleigh", "mieCoefficient", "mieDirectionalG", "sunPosition" ], [], join, fallbacks, this.onCompiled, this.onError); } if (!this._effect.isReady()) { return false; } this._renderId = scene.getRenderId(); this._wasPreviouslyReady = true; if (mesh) { if (!mesh._materialDefines) { mesh._materialDefines = new SkyMaterialDefines(); } this._defines.cloneTo(mesh._materialDefines); } return true; }; SkyMaterial.prototype.bindOnlyWorldMatrix = function (world) { this._effect.setMatrix("world", world); }; SkyMaterial.prototype.bind = function (world, mesh) { var scene = this.getScene(); // Matrices this.bindOnlyWorldMatrix(world); this._effect.setMatrix("viewProjection", scene.getTransformMatrix()); if (scene.getCachedMaterial() !== this) { // Clip plane if (scene.clipPlane) { var clipPlane = scene.clipPlane; this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d); } // Point size if (this.pointsCloud) { this._effect.setFloat("pointSize", this.pointSize); } } // View if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) { this._effect.setMatrix("view", scene.getViewMatrix()); } // Fog if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) { this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity); this._effect.setColor3("vFogColor", scene.fogColor); } // Sky this._effect.setFloat("luminance", this.luminance); this._effect.setFloat("turbidity", this.turbidity); this._effect.setFloat("rayleigh", this.rayleigh); this._effect.setFloat("mieCoefficient", this.mieCoefficient); this._effect.setFloat("mieDirectionalG", this.mieDirectionalG); var theta = Math.PI * (this.inclination - 0.5); var phi = 2 * Math.PI * (this.azimuth - 0.5); this._sunPosition.x = this.distance * Math.cos(phi); this._sunPosition.y = this.distance * Math.sin(phi) * Math.sin(theta); this._sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta); this._effect.setVector3("sunPosition", this._sunPosition); _super.prototype.bind.call(this, world, mesh); }; SkyMaterial.prototype.getAnimatables = function () { return []; }; SkyMaterial.prototype.dispose = function (forceDisposeEffect) { _super.prototype.dispose.call(this, forceDisposeEffect); }; SkyMaterial.prototype.clone = function (name) { var newMaterial = new SkyMaterial(name, this.getScene()); // Base material this.copyTo(newMaterial); newMaterial.luminance = this.luminance; newMaterial.turbidity = this.turbidity; newMaterial.rayleigh = this.rayleigh; newMaterial.mieCoefficient = this.mieCoefficient; newMaterial.mieDirectionalG = this.mieDirectionalG; newMaterial.distance = this.distance; newMaterial.inclination = this.inclination; newMaterial.azimuth = this.azimuth; return newMaterial; }; SkyMaterial.prototype.serialize = function () { var serializationObject = _super.prototype.serialize.call(this); serializationObject.customType = "BABYLON.SkyMaterial"; serializationObject.luminance = this.luminance; serializationObject.turbidity = this.turbidity; serializationObject.rayleigh = this.rayleigh; serializationObject.mieCoefficient = this.mieCoefficient; serializationObject.mieDirectionalG = this.mieDirectionalG; serializationObject.distance = this.distance; serializationObject.inclination = this.inclination; serializationObject.azimuth = this.azimuth; return serializationObject; }; SkyMaterial.Parse = function (source, scene, rootUrl) { var material = new SkyMaterial(source.name, scene); material.alpha = source.alpha; material.id = source.id; BABYLON.Tags.AddTagsTo(material, source.tags); material.backFaceCulling = source.backFaceCulling; material.wireframe = source.wireframe; if (source.checkReadyOnlyOnce) { material.checkReadyOnlyOnce = source.checkReadyOnlyOnce; } material.luminance = source.luminance; material.turbidity = source.turbidity; material.rayleigh = source.rayleigh; material.mieCoefficient = source.mieCoefficient; material.mieDirectionalG = source.mieDirectionalG; material.distance = source.distance; material.inclination = source.inclination; material.azimuth = source.azimuth; return material; }; return SkyMaterial; })(BABYLON.Material); BABYLON.SkyMaterial = SkyMaterial; })(BABYLON || (BABYLON = {})); BABYLON.Effect.ShadersStore['skyVertexShader'] = "precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\n\r\n#ifdef VERTEXCOLOR\r\nattribute vec4 color;\r\n#endif\r\n\r\n// Uniforms\r\nuniform mat4 world;\r\nuniform mat4 viewProjection;\r\n\r\n#ifdef POINTSIZE\r\nuniform float pointSize;\r\n#endif\r\n\r\n// Output\r\nvarying vec3 vPositionW;\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nuniform vec4 vClipPlane;\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n#ifdef FOG\r\nvarying float fFogDistance;\r\n#endif\r\n\r\nvoid main(void) {\r\n\tgl_Position = viewProjection * world * vec4(position, 1.0);\r\n\t\r\n\tvec4 worldPos = world * vec4(position, 1.0);\r\n\tvPositionW = vec3(worldPos);\r\n\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tfClipDistance = dot(worldPos, vClipPlane);\r\n#endif\r\n\r\n\t// Fog\r\n#ifdef FOG\r\n\tfFogDistance = (view * worldPos).z;\r\n#endif\r\n\r\n\t// Vertex color\r\n#ifdef VERTEXCOLOR\r\n\tvColor = color;\r\n#endif\r\n\r\n\t// Point size\r\n#ifdef POINTSIZE\r\n\tgl_PointSize = pointSize;\r\n#endif\r\n}\r\n"; BABYLON.Effect.ShadersStore['skyPixelShader'] = "precision highp float;\r\n\r\n// Input\r\nvarying vec3 vPositionW;\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n// Sky\r\nuniform float luminance;\r\nuniform float turbidity;\r\nuniform float rayleigh;\r\nuniform float mieCoefficient;\r\nuniform float mieDirectionalG;\r\nuniform vec3 sunPosition;\r\n\r\n// Fog\r\n#ifdef FOG\r\n#define FOGMODE_NONE 0.\r\n#define FOGMODE_EXP 1.\r\n#define FOGMODE_EXP2 2.\r\n#define FOGMODE_LINEAR 3.\r\n#define E 2.71828\r\n\r\nuniform vec4 vFogInfos;\r\nuniform vec3 vFogColor;\r\nvarying float fFogDistance;\r\n\r\nfloat CalcFogFactor()\r\n{\r\n\tfloat fogCoeff = 1.0;\r\n\tfloat fogStart = vFogInfos.y;\r\n\tfloat fogEnd = vFogInfos.z;\r\n\tfloat fogDensity = vFogInfos.w;\r\n\r\n\tif (FOGMODE_LINEAR == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\r\n\t}\r\n\telse if (FOGMODE_EXP == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\r\n\t}\r\n\telse if (FOGMODE_EXP2 == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\r\n\t}\r\n\r\n\treturn clamp(fogCoeff, 0.0, 1.0);\r\n}\r\n#endif\r\n\r\n// Constants\r\nconst float e = 2.71828182845904523536028747135266249775724709369995957;\r\nconst float pi = 3.141592653589793238462643383279502884197169;\r\nconst float n = 1.0003;\r\nconst float N = 2.545E25;\r\nconst float pn = 0.035;\r\n\r\nconst vec3 lambda = vec3(680E-9, 550E-9, 450E-9);\r\n\r\nconst vec3 K = vec3(0.686, 0.678, 0.666);\r\nconst float v = 4.0;\r\n\r\nconst float rayleighZenithLength = 8.4E3;\r\nconst float mieZenithLength = 1.25E3;\r\nconst vec3 up = vec3(0.0, 1.0, 0.0);\r\n\r\nconst float EE = 1000.0;\r\nconst float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;\r\n\r\nconst float cutoffAngle = pi/1.95;\r\nconst float steepness = 1.5;\r\n\r\nvec3 totalRayleigh(vec3 lambda)\r\n{\r\n\treturn (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn));\r\n}\r\n\r\nvec3 simplifiedRayleigh()\r\n{\r\n\treturn 0.0005 / vec3(94, 40, 18);\r\n}\r\n\r\nfloat rayleighPhase(float cosTheta)\r\n{\t \r\n\treturn (3.0 / (16.0*pi)) * (1.0 + pow(cosTheta, 2.0));\r\n}\r\n\r\nvec3 totalMie(vec3 lambda, vec3 K, float T)\r\n{\r\n\tfloat c = (0.2 * T ) * 10E-18;\r\n\treturn 0.434 * c * pi * pow((2.0 * pi) / lambda, vec3(v - 2.0)) * K;\r\n}\r\n\r\nfloat hgPhase(float cosTheta, float g)\r\n{\r\n\treturn (1.0 / (4.0*pi)) * ((1.0 - pow(g, 2.0)) / pow(1.0 - 2.0*g*cosTheta + pow(g, 2.0), 1.5));\r\n}\r\n\r\nfloat sunIntensity(float zenithAngleCos)\r\n{\r\n\treturn EE * max(0.0, 1.0 - exp(-((cutoffAngle - acos(zenithAngleCos))/steepness)));\r\n}\r\n\r\nfloat A = 0.15;\r\nfloat B = 0.50;\r\nfloat C = 0.10;\r\nfloat D = 0.20;\r\nfloat E = 0.02;\r\nfloat F = 0.30;\r\nfloat W = 1000.0;\r\n\r\nvec3 Uncharted2Tonemap(vec3 x)\r\n{\r\n\treturn ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;\r\n}\r\n\r\nvoid main(void) {\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tif (fClipDistance > 0.0)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\t/**\r\n\t*--------------------------------------------------------------------------------------------------\r\n\t* Sky Color\r\n\t*--------------------------------------------------------------------------------------------------\r\n\t*/\r\n\tconst vec3 cameraPos = vec3(0.0, 0.0, 0.0);\r\n\tfloat sunfade = 1.0 - clamp(1.0 - exp((sunPosition.y / 450000.0)), 0.0, 1.0);\r\n\tfloat rayleighCoefficient = rayleigh - (1.0 * (1.0 - sunfade));\r\n\tvec3 sunDirection = normalize(sunPosition);\r\n\tfloat sunE = sunIntensity(dot(sunDirection, up));\r\n\tvec3 betaR = simplifiedRayleigh() * rayleighCoefficient;\r\n\tvec3 betaM = totalMie(lambda, K, turbidity) * mieCoefficient;\r\n\tfloat zenithAngle = acos(max(0.0, dot(up, normalize(vPositionW - cameraPos))));\r\n\tfloat sR = rayleighZenithLength / (cos(zenithAngle) + 0.15 * pow(93.885 - ((zenithAngle * 180.0) / pi), -1.253));\r\n\tfloat sM = mieZenithLength / (cos(zenithAngle) + 0.15 * pow(93.885 - ((zenithAngle * 180.0) / pi), -1.253));\r\n\tvec3 Fex = exp(-(betaR * sR + betaM * sM));\r\n\tfloat cosTheta = dot(normalize(vPositionW - cameraPos), sunDirection);\r\n\tfloat rPhase = rayleighPhase(cosTheta*0.5+0.5);\r\n\tvec3 betaRTheta = betaR * rPhase;\r\n\tfloat mPhase = hgPhase(cosTheta, mieDirectionalG);\r\n\tvec3 betaMTheta = betaM * mPhase;\r\n\t\r\n\tvec3 Lin = pow(sunE * ((betaRTheta + betaMTheta) / (betaR + betaM)) * (1.0 - Fex),vec3(1.5));\r\n\tLin *= mix(vec3(1.0), pow(sunE * ((betaRTheta + betaMTheta) / (betaR + betaM)) * Fex, vec3(1.0 / 2.0)), clamp(pow(1.0-dot(up, sunDirection), 5.0), 0.0, 1.0));\r\n\r\n\tvec3 direction = normalize(vPositionW - cameraPos);\r\n\tfloat theta = acos(direction.y);\r\n\tfloat phi = atan(direction.z, direction.x);\r\n\tvec2 uv = vec2(phi, theta) / vec2(2.0 * pi, pi) + vec2(0.5, 0.0);\r\n\tvec3 L0 = vec3(0.1) * Fex;\r\n\t\r\n\tfloat sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta);\r\n\tL0 += (sunE * 19000.0 * Fex) * sundisk;\r\n\t\r\n\tvec3 whiteScale = 1.0/Uncharted2Tonemap(vec3(W));\r\n\tvec3 texColor = (Lin+L0); \r\n\ttexColor *= 0.04 ;\r\n\ttexColor += vec3(0.0,0.001,0.0025)*0.3;\r\n\r\n\tfloat g_fMaxLuminance = 1.0;\r\n\tfloat fLumScaled = 0.1 / luminance; \r\n\tfloat fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (g_fMaxLuminance * g_fMaxLuminance)))) / (1.0 + fLumScaled); \r\n\r\n\tfloat ExposureBias = fLumCompressed;\r\n\r\n\tvec3 curr = Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);\r\n\tvec3 skyColor = curr * whiteScale;\r\n\r\n\tvec3 retColor = pow(skyColor,vec3(1.0/(1.2+(1.2*sunfade))));\r\n\t\r\n\tvec4 baseColor = vec4(retColor, 1.0);\r\n\t/**\r\n\t*--------------------------------------------------------------------------------------------------\r\n\t* Sky Color\r\n\t*--------------------------------------------------------------------------------------------------\r\n\t*/\r\n\t\r\n\t// Alpha\r\n\tfloat alpha = 1.0;\r\n\r\n#ifdef VERTEXCOLOR\r\n\tbaseColor.rgb *= vColor.rgb;\r\n#endif\r\n\r\n\t// Lighting\r\n\tvec3 diffuseBase = vec3(1.0, 1.0, 1.0);\r\n\r\n#ifdef VERTEXALPHA\r\n\talpha *= vColor.a;\r\n#endif\r\n\r\n\t// Composition\r\n\tvec4 color = vec4(baseColor.rgb, alpha);\r\n\r\n#ifdef FOG\r\n\tfloat fog = CalcFogFactor();\r\n\tcolor.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\r\n\tgl_FragColor = color;\r\n}";