SkyShader top-level property

Map<String, dynamic> SkyShader
getter/setter pair

Implementation

Map<String, dynamic> SkyShader = {
  //"shaderID": 'skySimpleShader',
  "uniforms": {
    'luminance': { 'value': 1 },
    'turbidity': { 'value': 2 },
    'reileigh': { 'value': 1 },
    'mieCoefficient': { 'value': 0.005 },
    'mieDirectionalG': { 'value': 0.8 },
    'sunPosition': { 'value': THREE.Vector3() },
    'opacity': { 'value': 1.0 },  // so that can add fog in scene background
  },
  "vertexShader": [
    "varying vec3 vWorldPosition;",
    "void main() {",
    "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
    "vWorldPosition = worldPosition.xyz;",
    "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
    "}",

  ].join('\n'),
  "fragmentShader": [
    "uniform sampler2D skySampler;",
    "uniform vec3 sunPosition;",
    "varying vec3 vWorldPosition;",

    "vec3 cameraPos = vec3(0., 0., 0.);",
    "// uniform sampler2D sDiffuse;",
    "// const float turbidity = 10.0; //",
    "// const float reileigh = 2.; //",
    "// const float luminance = 1.0; //",
    "// const float mieCoefficient = 0.005;",
    "// const float mieDirectionalG = 0.8;",

    "uniform float luminance;",
    "uniform float turbidity;",
    "uniform float reileigh;",
    "uniform float mieCoefficient;",
    "uniform float mieDirectionalG;",
    "uniform float opacity;",

    "// constants for atmospheric scattering",
    "const float e = 2.71828182845904523536028747135266249775724709369995957;",
    "const float pi = 3.141592653589793238462643383279502884197169;",

    "const float n = 1.0003; // refractive index of air",
    "const float N = 2.545E25; // number of molecules per unit volume for air at",
    "// 288.15K and 1013mb (sea level -45 celsius)",
    "const float pn = 0.035;	// depolatization factor for standard air",

    "// wavelength of used primaries, according to preetham",
    "const vec3 lambda = vec3(680E-9, 550E-9, 450E-9);",

    "// mie stuff",
    "// K coefficient for the primaries",
    "const vec3 K = vec3(0.686, 0.678, 0.666);",
    "const float v = 4.0;",

    "// optical length at zenith for molecules",
    "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;",
    "// 66 arc seconds -> degrees, and the cosine of that",

    "// earth shadow hack",
    "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));",
    "}",

    // see http://blenderartists.org/forum/showthread.php?321110-Shaders-and-Skybox-madness
    "// A simplied version of the total Reayleigh scattering to works on browsers that use ANGLE",
    "vec3 simplifiedRayleigh()",
    "{",
    "return 0.0005 / vec3(94, 40, 18);",
    // return 0.00054532832366 / (3.0 * 2.545E25 * pow(vec3(680E-9, 550E-9, 450E-9), vec3(4.0)) * 6.245);
    "}",

    "float rayleighPhase(float cosTheta)",
    "{	 ",
    "return (3.0 / (16.0*pi)) * (1.0 + pow(cosTheta, 2.0));",
    "//	return (1.0 / (3.0*pi)) * (1.0 + pow(cosTheta, 2.0));",
    "//	return (3.0 / 4.0) * (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)",
    "{",
    // This function originally used `exp(n)`, but it returns an incorrect value
    // on Samsung S6 phones. So it has been replaced with the equivalent `pow(e, n)`.
    // See https://github.com/mrdoob/three.js/issues/8382
    "return EE * max(0.0, 1.0 - pow(e, -((cutoffAngle - acos(zenithAngleCos))/steepness)));",
    "}",

    "// float logLuminance(vec3 c)",
    "// {",
    "// 	return log(c.r * 0.2126 + c.g * 0.7152 + c.b * 0.0722);",
    "// }",

    "// Filmic ToneMapping http://filmicgames.com/archives/75",
    "float A = 0.15;",
    "float B = 0.50;",
    "float C = 0.10;",
    "float D = 0.20;",
    "float E = 0.02;",
    "float F = 0.30;",
    "float W = 1000.0;",

    "vec3 Uncharted2Tonemap(vec3 x)",
    "{",
    "return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;",
    "}",


    "void main() ",
    "{",
    "float sunfade = 1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);",

    "// luminance =  1.0 ;// vWorldPosition.y / 450000. + 0.5; //sunPosition.y / 450000. * 1. + 0.5;",

    "// gl_FragColor = vec4(sunfade, sunfade, sunfade, 1.0);",

    "float reileighCoefficient = reileigh - (1.0* (1.0-sunfade));",

    "vec3 sunDirection = normalize(sunPosition);",

    "float sunE = sunIntensity(dot(sunDirection, up));",

    "// extinction (absorbtion + out scattering) ",
    "// rayleigh coefficients",

    // "vec3 betaR = totalRayleigh(lambda) * reileighCoefficient;",
    "vec3 betaR = simplifiedRayleigh() * reileighCoefficient;",

    "// mie coefficients",
    "vec3 betaM = totalMie(lambda, K, turbidity) * mieCoefficient;",

    "// optical length",
    "// cutoff angle at 90 to avoid singularity in next formula.",
    "float zenithAngle = acos(max(0.0, dot(up, normalize(vWorldPosition - cameraPos))));",
    "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));",



    "// combined extinction factor	",
    "vec3 Fex = exp(-(betaR * sR + betaM * sM));",

    "// in scattering",
    "float cosTheta = dot(normalize(vWorldPosition - cameraPos), 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));",

    "//nightsky",
    "vec3 direction = normalize(vWorldPosition - cameraPos);",
    "float theta = acos(direction.y); // elevation --> y-axis, [-pi/2, pi/2]",
    "float phi = atan(direction.z, direction.x); // azimuth --> x-axis [-pi/2, pi/2]",
    "vec2 uv = vec2(phi, theta) / vec2(2.0*pi, pi) + vec2(0.5, 0.0);",
    "// vec3 L0 = texture2D(skySampler, uv).rgb+0.1 * Fex;",
    "vec3 L0 = vec3(0.1) * Fex;",

    "// composition + solar disc",
    "//if (cosTheta > sunAngularDiameterCos)",
    "float sundisk = smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);",
    "// if (normalize(vWorldPosition - cameraPos).y>0.0)",
    "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 color = curr*whiteScale;",

    "vec3 retColor = pow(color,vec3(1.0/(1.2+(1.2*sunfade))));",


    "gl_FragColor.rgb = retColor;",

    "gl_FragColor.a = opacity;",
    "}",



  ].join('\n')

};