sky.fragment.fx 5.0 KB

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  1. precision highp float;
  2. // Input
  3. varying vec3 vPositionW;
  4. #ifdef VERTEXCOLOR
  5. varying vec4 vColor;
  6. #endif
  7. #include<clipPlaneFragmentDeclaration>
  8. // Sky
  9. uniform float luminance;
  10. uniform float turbidity;
  11. uniform float rayleigh;
  12. uniform float mieCoefficient;
  13. uniform float mieDirectionalG;
  14. uniform vec3 sunPosition;
  15. // Fog
  16. #include<fogFragmentDeclaration>
  17. // Constants
  18. const float e = 2.71828182845904523536028747135266249775724709369995957;
  19. const float pi = 3.141592653589793238462643383279502884197169;
  20. const float n = 1.0003;
  21. const float N = 2.545E25;
  22. const float pn = 0.035;
  23. const vec3 lambda = vec3(680E-9, 550E-9, 450E-9);
  24. const vec3 K = vec3(0.686, 0.678, 0.666);
  25. const float v = 4.0;
  26. const float rayleighZenithLength = 8.4E3;
  27. const float mieZenithLength = 1.25E3;
  28. const vec3 up = vec3(0.0, 1.0, 0.0);
  29. const float EE = 1000.0;
  30. const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;
  31. const float cutoffAngle = pi/1.95;
  32. const float steepness = 1.5;
  33. vec3 totalRayleigh(vec3 lambda)
  34. {
  35. 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));
  36. }
  37. vec3 simplifiedRayleigh()
  38. {
  39. return 0.0005 / vec3(94, 40, 18);
  40. }
  41. float rayleighPhase(float cosTheta)
  42. {
  43. return (3.0 / (16.0*pi)) * (1.0 + pow(cosTheta, 2.0));
  44. }
  45. vec3 totalMie(vec3 lambda, vec3 K, float T)
  46. {
  47. float c = (0.2 * T ) * 10E-18;
  48. return 0.434 * c * pi * pow((2.0 * pi) / lambda, vec3(v - 2.0)) * K;
  49. }
  50. float hgPhase(float cosTheta, float g)
  51. {
  52. 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));
  53. }
  54. float sunIntensity(float zenithAngleCos)
  55. {
  56. return EE * max(0.0, 1.0 - exp(-((cutoffAngle - acos(zenithAngleCos))/steepness)));
  57. }
  58. float A = 0.15;
  59. float B = 0.50;
  60. float C = 0.10;
  61. float D = 0.20;
  62. float EEE = 0.02;
  63. float F = 0.30;
  64. float W = 1000.0;
  65. vec3 Uncharted2Tonemap(vec3 x)
  66. {
  67. return ((x*(A*x+C*B)+D*EEE)/(x*(A*x+B)+D*F))-EEE/F;
  68. }
  69. void main(void) {
  70. // Clip plane
  71. #include<clipPlaneFragment>
  72. /**
  73. *--------------------------------------------------------------------------------------------------
  74. * Sky Color
  75. *--------------------------------------------------------------------------------------------------
  76. */
  77. const vec3 cameraPos = vec3(0.0, 0.0, 0.0);
  78. float sunfade = 1.0 - clamp(1.0 - exp((sunPosition.y / 450000.0)), 0.0, 1.0);
  79. float rayleighCoefficient = rayleigh - (1.0 * (1.0 - sunfade));
  80. vec3 sunDirection = normalize(sunPosition);
  81. float sunE = sunIntensity(dot(sunDirection, up));
  82. vec3 betaR = simplifiedRayleigh() * rayleighCoefficient;
  83. vec3 betaM = totalMie(lambda, K, turbidity) * mieCoefficient;
  84. float zenithAngle = acos(max(0.0, dot(up, normalize(vPositionW - cameraPos))));
  85. float sR = rayleighZenithLength / (cos(zenithAngle) + 0.15 * pow(93.885 - ((zenithAngle * 180.0) / pi), -1.253));
  86. float sM = mieZenithLength / (cos(zenithAngle) + 0.15 * pow(93.885 - ((zenithAngle * 180.0) / pi), -1.253));
  87. vec3 Fex = exp(-(betaR * sR + betaM * sM));
  88. float cosTheta = dot(normalize(vPositionW - cameraPos), sunDirection);
  89. float rPhase = rayleighPhase(cosTheta*0.5+0.5);
  90. vec3 betaRTheta = betaR * rPhase;
  91. float mPhase = hgPhase(cosTheta, mieDirectionalG);
  92. vec3 betaMTheta = betaM * mPhase;
  93. vec3 Lin = pow(sunE * ((betaRTheta + betaMTheta) / (betaR + betaM)) * (1.0 - Fex),vec3(1.5));
  94. 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));
  95. vec3 direction = normalize(vPositionW - cameraPos);
  96. float theta = acos(direction.y);
  97. float phi = atan(direction.z, direction.x);
  98. vec2 uv = vec2(phi, theta) / vec2(2.0 * pi, pi) + vec2(0.5, 0.0);
  99. vec3 L0 = vec3(0.1) * Fex;
  100. float sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta);
  101. L0 += (sunE * 19000.0 * Fex) * sundisk;
  102. vec3 whiteScale = 1.0/Uncharted2Tonemap(vec3(W));
  103. vec3 texColor = (Lin+L0);
  104. texColor *= 0.04 ;
  105. texColor += vec3(0.0,0.001,0.0025)*0.3;
  106. float g_fMaxLuminance = 1.0;
  107. float fLumScaled = 0.1 / luminance;
  108. float fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (g_fMaxLuminance * g_fMaxLuminance)))) / (1.0 + fLumScaled);
  109. float ExposureBias = fLumCompressed;
  110. vec3 curr = Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);
  111. vec3 skyColor = curr * whiteScale;
  112. vec3 retColor = pow(skyColor,vec3(1.0/(1.2+(1.2*sunfade))));
  113. vec4 baseColor = vec4(retColor, 1.0);
  114. /**
  115. *--------------------------------------------------------------------------------------------------
  116. * Sky Color
  117. *--------------------------------------------------------------------------------------------------
  118. */
  119. // Alpha
  120. float alpha = 1.0;
  121. #ifdef VERTEXCOLOR
  122. baseColor.rgb *= vColor.rgb;
  123. #endif
  124. // Lighting
  125. vec3 diffuseBase = vec3(1.0, 1.0, 1.0);
  126. #ifdef VERTEXALPHA
  127. alpha *= vColor.a;
  128. #endif
  129. // Composition
  130. vec4 color = vec4(baseColor.rgb, alpha);
  131. // Fog
  132. #include<fogFragment>
  133. gl_FragColor = color;
  134. }