130 lines
4.1 KiB
JavaScript
130 lines
4.1 KiB
JavaScript
var generalVS = `
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varying vec2 vUv;
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varying vec3 vNormal;
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void main() {
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vUv = uv;
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vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
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vNormal = normalMatrix * normal;
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gl_Position = projectionMatrix * mvPosition;
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}
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`;
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var nightFS = `
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uniform sampler2D nightTexture;
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varying vec2 vUv;
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varying vec3 vNormal;
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void main( void ) {
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vec4 nightColor = vec4(texture2D( nightTexture, vUv ).rgb, 1.0);
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vec4 dayColor = vec4(0, 0, 0, 0);
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vec3 sunDirection = vec3(viewMatrix * vec4(0, 0, 0, 1));
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// compute cosine sun to normal so -1 is away from sun and +1 is toward sun.
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float cosineAngleSunToNormal = dot(normalize(vNormal), sunDirection);
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// sharpen the edge beween the transition
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cosineAngleSunToNormal = clamp( cosineAngleSunToNormal / 100.0, -1.0, 1.0);
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// convert to 0 to 1 for mixing
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float mixAmount = cosineAngleSunToNormal * 0.5 + 0.5;
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// Select day or night texture based on mixAmount.
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vec4 color = mix( nightColor, dayColor, mixAmount );
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gl_FragColor += vec4(color);
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// comment in the next line to see the mixAmount
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//gl_FragColor = vec4( mixAmount, mixAmount, mixAmount, 1.0 );
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}
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`;
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// This stuff works, currently we do not use the scattering model
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var atmosphereVS = `
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varying float intensity1;
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varying float intensity2;
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const float PI = 3.14159265358979;
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void main(void) {
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// Vertex position in world coordinate
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vec4 vertexPos = modelMatrix * vec4(position, 1.0);
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vec3 vertexPos3 = vertexPos.xyz/vertexPos.w;
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// Vertex light position in world coordinate
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vec4 lightPos = vec4(0., 0., 0., 1.);
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vec3 lightPos3 = lightPos.xyz/lightPos.w;
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// Light direction in world coordinate
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// Normal vector in world coordinate
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// Model view position of the vertex
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vec4 modelViewPos = modelViewMatrix * vec4(position, 1.0);
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// Camera
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vec4 centerPos4 = modelMatrix * vec4(0., 0., 0., 1.);
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vec3 centerPos3 = (centerPos4/centerPos4.w).xyz;
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vec3 cameraRelative = cameraPosition - centerPos3;
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vec3 cameraDir = normalize(cameraRelative);
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vec3 lightDir = normalize(lightPos3 - vertexPos3);
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vec3 normalVec = (modelMatrix * vec4(normal, 0.)).xyz;
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vec3 halfNormalVec = normalize(normalVec + cameraDir);
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intensity1 = 0.5*dot(lightDir, normalVec + 0.5 * lightDir) * dot(cameraDir + 0.5*lightDir, lightDir) * (1. - pow(dot(cameraDir, normalVec), 1.5));
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intensity2 = 1.5*dot(lightDir, normalVec + lightDir) * (1. - dot(cameraDir + 1.5*lightDir, lightDir)/2.5) * (1. - dot(cameraDir, normalVec));
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`;
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// Atomosphere fragment shader
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var atmosphereFS = `
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varying float intensity1;
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varying float intensity2;
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uniform vec3 atmosphereColor;
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uniform vec3 sunsetColor;
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uniform float atmosphereStrength;
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uniform float sunsetStrength;
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void main(void) {
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gl_FragColor = vec4(atmosphereStrength * intensity1 * atmosphereColor
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+ sunsetStrength * intensity2 * sunsetColor, intensity1 + intensity2);
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}
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`;
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var haloVS = `
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varying float intensity;
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const float PI = 3.14159265358979;
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void main(void) {
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// Vertex position in world coordinate
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vec4 vertexPos = modelMatrix * vec4(position, 1.0);
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vec3 vertexPos3 = vertexPos.xyz/vertexPos.w;
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// Light direction in world coordinate
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// Normal vector in world coordinate
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// Model view position of the vertex
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vec4 modelViewPos = modelViewMatrix * vec4(position, 1.0);
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float distance = length(cameraPosition);
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// Camera
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vec4 centerPos4 = modelMatrix * vec4(0., 0., 0., 1.);
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vec3 centerPos3 = (centerPos4/centerPos4.w).xyz;
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vec3 cameraRelative = cameraPosition - centerPos3;
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vec3 cameraDir = normalize(cameraRelative);
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vec3 normalVec = (modelMatrix * vec4(normal, 0.)).xyz;
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// pow(dot(normalVec, cameraDir), 4.) *
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intensity = pow(dot(normalVec, cameraDir), 4.) * min(distance / 2000., 1.);
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`;
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// Atomosphere fragment shader
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var haloFS = `
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varying float intensity;
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uniform vec3 color;
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void main(void) {
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gl_FragColor = vec4(intensity * color, intensity);
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}
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`;
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