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- precision highp float;
- // Input
- varying vec3 vPositionW;
- #ifdef VERTEXCOLOR
- varying vec4 vColor;
- #endif
- #include<clipPlaneFragmentDeclaration>
- // Sky
- uniform vec3 cameraPosition;
- uniform float luminance;
- uniform float turbidity;
- uniform float rayleigh;
- uniform float mieCoefficient;
- uniform float mieDirectionalG;
- uniform vec3 sunPosition;
- // Fog
- #include<fogFragmentDeclaration>
- // Constants
- const float e = 2.71828182845904523536028747135266249775724709369995957;
- const float pi = 3.141592653589793238462643383279502884197169;
- const float n = 1.0003;
- const float N = 2.545E25;
- const float pn = 0.035;
- const vec3 lambda = vec3(680E-9, 550E-9, 450E-9);
- const vec3 K = vec3(0.686, 0.678, 0.666);
- const float v = 4.0;
- const float rayleighZenithLength = 8.4E3;
- const float mieZenithLength = 1.25E3;
- const vec3 up = vec3(0.0, 1.0, 0.0);
- const float EE = 1000.0;
- const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;
- const float cutoffAngle = pi/1.95;
- const float steepness = 1.5;
- vec3 totalRayleigh(vec3 lambda)
- {
- return (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));
- }
- vec3 simplifiedRayleigh()
- {
- return 0.0005 / vec3(94, 40, 18);
- }
- float rayleighPhase(float cosTheta)
- {
- return (3.0 / (16.0*pi)) * (1.0 + pow(cosTheta, 2.0));
- }
- vec3 totalMie(vec3 lambda, vec3 K, float T)
- {
- float c = (0.2 * T ) * 10E-18;
- return 0.434 * c * pi * pow((2.0 * pi) / lambda, vec3(v - 2.0)) * K;
- }
- float hgPhase(float cosTheta, float g)
- {
- return (1.0 / (4.0*pi)) * ((1.0 - pow(g, 2.0)) / pow(1.0 - 2.0*g*cosTheta + pow(g, 2.0), 1.5));
- }
- float sunIntensity(float zenithAngleCos)
- {
- return EE * max(0.0, 1.0 - exp(-((cutoffAngle - acos(zenithAngleCos))/steepness)));
- }
- float A = 0.15;
- float B = 0.50;
- float C = 0.10;
- float D = 0.20;
- float EEE = 0.02;
- float F = 0.30;
- float W = 1000.0;
- vec3 Uncharted2Tonemap(vec3 x)
- {
- return ((x*(A*x+C*B)+D*EEE)/(x*(A*x+B)+D*F))-EEE/F;
- }
- void main(void) {
- // Clip plane
- #include<clipPlaneFragment>
- /**
- *--------------------------------------------------------------------------------------------------
- * Sky Color
- *--------------------------------------------------------------------------------------------------
- */
- float sunfade = 1.0 - clamp(1.0 - exp((sunPosition.y / 450000.0)), 0.0, 1.0);
- float rayleighCoefficient = rayleigh - (1.0 * (1.0 - sunfade));
- vec3 sunDirection = normalize(sunPosition);
- float sunE = sunIntensity(dot(sunDirection, up));
- vec3 betaR = simplifiedRayleigh() * rayleighCoefficient;
- vec3 betaM = totalMie(lambda, K, turbidity) * mieCoefficient;
- float zenithAngle = acos(max(0.0, dot(up, normalize(vPositionW - cameraPosition))));
- float sR = rayleighZenithLength / (cos(zenithAngle) + 0.15 * pow(93.885 - ((zenithAngle * 180.0) / pi), -1.253));
- float sM = mieZenithLength / (cos(zenithAngle) + 0.15 * pow(93.885 - ((zenithAngle * 180.0) / pi), -1.253));
- vec3 Fex = exp(-(betaR * sR + betaM * sM));
- float cosTheta = dot(normalize(vPositionW - cameraPosition), sunDirection);
- float rPhase = rayleighPhase(cosTheta*0.5+0.5);
- vec3 betaRTheta = betaR * rPhase;
- float mPhase = hgPhase(cosTheta, mieDirectionalG);
- vec3 betaMTheta = betaM * mPhase;
-
- vec3 Lin = pow(sunE * ((betaRTheta + betaMTheta) / (betaR + betaM)) * (1.0 - Fex),vec3(1.5));
- Lin *= 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));
- vec3 direction = normalize(vPositionW - cameraPosition);
- float theta = acos(direction.y);
- float phi = atan(direction.z, direction.x);
- vec2 uv = vec2(phi, theta) / vec2(2.0 * pi, pi) + vec2(0.5, 0.0);
- vec3 L0 = vec3(0.1) * Fex;
-
- float sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta);
- L0 += (sunE * 19000.0 * Fex) * sundisk;
-
- vec3 whiteScale = 1.0/Uncharted2Tonemap(vec3(W));
- vec3 texColor = (Lin+L0);
- texColor *= 0.04 ;
- texColor += vec3(0.0,0.001,0.0025)*0.3;
- float g_fMaxLuminance = 1.0;
- float fLumScaled = 0.1 / luminance;
- float fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (g_fMaxLuminance * g_fMaxLuminance)))) / (1.0 + fLumScaled);
- float ExposureBias = fLumCompressed;
- vec3 curr = Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);
- vec3 skyColor = curr * whiteScale;
- vec3 retColor = pow(skyColor,vec3(1.0/(1.2+(1.2*sunfade))));
-
- vec4 baseColor = vec4(retColor, 1.0);
- /**
- *--------------------------------------------------------------------------------------------------
- * Sky Color
- *--------------------------------------------------------------------------------------------------
- */
-
- // Alpha
- float alpha = 1.0;
- #ifdef VERTEXCOLOR
- baseColor.rgb *= vColor.rgb;
- #endif
- // Lighting
- vec3 diffuseBase = vec3(1.0, 1.0, 1.0);
- #ifdef VERTEXALPHA
- alpha *= vColor.a;
- #endif
- // Composition
- vec4 color = vec4(baseColor.rgb, alpha);
- // Fog
- #include<fogFragment>
- gl_FragColor = color;
- }
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