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https://github.com/seigler/webgl-threejs-hello
synced 2025-07-27 01:36:14 +00:00
⚡ Fast moving clouds with transparency and shadows
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11 changed files with 88 additions and 111 deletions
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app/assets/textures/clouds.jpg
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app/assets/textures/clouds.jpg
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app/assets/textures/clouds.png
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app/assets/textures/clouds.png
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@ -12,6 +12,7 @@ class Bean extends THREE.Object3D {
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this.mesh = new THREE.Mesh(geometry, material);
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this.mesh.castShadow = true;
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this.mesh.receiveShadow = true;
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this.add(this.mesh);
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this.position.z += this.radius / 2 + 0.01;
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@ -19,9 +20,10 @@ class Bean extends THREE.Object3D {
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this.onUpdate = this.onUpdate.bind(this);
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}
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onUpdate() {
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// this.rotation.x += props.rotation;
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// this.rotation.y += props.rotation;
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onUpdate(time) {
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this.position.y = 0.01 * Math.sin(Math.PI * 2 * time / 20) + 0.01 * Math.sin(Math.PI * 2 * time / 70);
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this.position.x = 0.1 * Math.sin(Math.PI * 2 * time / 5300);
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this.position.z = 0.1 * Math.cos(Math.PI * 2 * time / 5300);
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}
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}
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43
app/js/components/Clouds.js
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43
app/js/components/Clouds.js
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@ -0,0 +1,43 @@
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import props from 'js/core/props';
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// import depthShaderFrag from 'js/shaders/depthShader-frag';
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// import depthShaderVert from 'js/shaders/depthShader-vert';
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class Clouds extends THREE.Object3D {
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constructor() {
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super();
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let loader = new THREE.TextureLoader();
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this.cloudTexture = loader.load('textures/clouds.png');
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this.cloudTexture.wrapS = this.cloudTexture.wrapT = THREE.RepeatWrapping;
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this.cloudTexture.repeat.set(3, 3);
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this.material = new THREE.MeshBasicMaterial({
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map: this.cloudTexture,
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transparent: true,
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side: THREE.DoubleSide,
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});
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let geometry = new THREE.PlaneBufferGeometry(200, 200);
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let mesh = new THREE.Mesh(geometry, this.material);
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mesh.customDepthMaterial = new THREE.MeshDepthMaterial({
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depthPacking: THREE.RGBADepthPacking,
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map: this.cloudTexture,
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alphaTest: 0.3
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});
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mesh.rotation.x = -Math.PI/2;
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mesh.position.y = 10;
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mesh.castShadow = true;
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this.add(mesh);
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this.onUpdate = this.onUpdate.bind(this);
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}
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onUpdate(time) {
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this.cloudTexture.offset.x = (time / 1000) % 200;
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this.cloudTexture.offset.y = (time / 5000) % 400;
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}
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}
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module.exports = Clouds;
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@ -7,14 +7,14 @@ class Lighting extends THREE.Object3D {
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let dirLight = new THREE.DirectionalLight( 0xffffff, 1 );
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dirLight.color.setHSL( 0.095, 1, 0.95 );
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dirLight.position.set( -1, 1.75, 1 );
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dirLight.position.multiplyScalar( 2 );
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dirLight.position.multiplyScalar( 20 );
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dirLight.castShadow = true;
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dirLight.shadow.mapSize.width = 1024;
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dirLight.shadow.mapSize.height = 1024;
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dirLight.shadow.radius = 3;
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dirLight.shadow.radius = 2;
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let d = 10;
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let d = 100;
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dirLight.shadow.camera.left = -d;
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dirLight.shadow.camera.right = d;
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dirLight.shadow.camera.top = d;
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@ -3,6 +3,7 @@ class Loop {
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constructor() {
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this._idRAF = -1;
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this._count = 0;
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this._time = (new Date()).getTime();
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this._listeners = [];
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@ -13,10 +14,11 @@ class Loop {
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_update() {
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let listener = null;
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let i = this._count;
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this._time = (new Date()).getTime()
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while (--i >= 0) {
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listener = this._listeners[i];
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if (listener) {
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listener.apply(this, null);
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listener.apply(this, [this._time]);
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}
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}
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this._idRAF = requestAnimationFrame(this._binds.update);
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@ -10,30 +10,15 @@ export default class Webgl {
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this.camera = new THREE.PerspectiveCamera(50, w / h, 0.1, 1000);
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this.camera.position.z = 10;
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// // overwrite shadowmap code
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// let shader = THREE.ShaderChunk.shadowmap_pars_fragment;
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// shader = shader.replace(
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// '#ifdef USE_SHADOWMAP',
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// '#ifdef USE_SHADOWMAP\n' + PCSS
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// );
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// shader = shader.replace(
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// '#if defined( SHADOWMAP_TYPE_PCF )',
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// `
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// return PCSS( shadowMap, shadowCoord );
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// #if defined( SHADOWMAP_TYPE_PCF )`
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// );
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// THREE.ShaderChunk.shadowmap_pars_fragment = shader;
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this._renderer = new THREE.WebGLRenderer({
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antialias: true,
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});
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this._renderer.setPixelRatio(window.devicePixelRatio);
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this._renderer.gammaInput = true;
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this._renderer.gammaOutput = true;
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this._renderer.shadowMap.enabled = true;
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this._renderer.shadowMap.type = THREE.BasicShadowMap;
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// this._renderer.shadowMap.type = THREE.BasicShadowMap;
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this._renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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this.dom = this._renderer.domElement;
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@ -91,9 +76,12 @@ export default class Webgl {
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this.camera.aspect = w / h;
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this.camera.updateProjectionMatrix();
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this._renderer.setSize(w, h);
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if (this.usePostprocessing) {
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this._composer.setSize(w, h);
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this._renderer.setSize(w, h);
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this._renderer.setPixelRatio(window.devicePixelRatio / 2);
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this._composer.setSize(w/2, h/2);
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} else {
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this._renderer.setSize(w, h);
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}
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}
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}
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@ -1,84 +0,0 @@
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#define LIGHT_WORLD_SIZE 0.005
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#define LIGHT_FRUSTUM_WIDTH 3.75
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#define LIGHT_SIZE_UV (LIGHT_WORLD_SIZE / LIGHT_FRUSTUM_WIDTH)
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#define NEAR_PLANE 9.5
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#define NUM_SAMPLES 17
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#define NUM_RINGS 11
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#define BLOCKER_SEARCH_NUM_SAMPLES NUM_SAMPLES
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#define PCF_NUM_SAMPLES NUM_SAMPLES
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vec2 poissonDisk[NUM_SAMPLES];
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void initPoissonSamples( const in vec2 randomSeed ) {
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float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );
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float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );
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// jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/
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float angle = rand( randomSeed ) * PI2;
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float radius = INV_NUM_SAMPLES;
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float radiusStep = radius;
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for( int i = 0; i < NUM_SAMPLES; i ++ ) {
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poissonDisk[i] = vec2( cos( angle ), sin( angle ) ) * pow( radius, 0.75 );
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radius += radiusStep;
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angle += ANGLE_STEP;
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}
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}
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float penumbraSize( const in float zReceiver, const in float zBlocker ) { // Parallel plane estimation
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return (zReceiver - zBlocker) / zBlocker;
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}
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float findBlocker( sampler2D shadowMap, const in vec2 uv, const in float zReceiver ) {
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// This uses similar triangles to compute what
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// area of the shadow map we should search
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float searchRadius = LIGHT_SIZE_UV * ( zReceiver - NEAR_PLANE ) / zReceiver;
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float blockerDepthSum = 0.0;
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int numBlockers = 0;
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for( int i = 0; i < BLOCKER_SEARCH_NUM_SAMPLES; i++ ) {
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float shadowMapDepth = unpackRGBAToDepth(texture2D(shadowMap, uv + poissonDisk[i] * searchRadius));
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if ( shadowMapDepth < zReceiver ) {
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blockerDepthSum += shadowMapDepth;
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numBlockers ++;
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}
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}
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if( numBlockers == 0 ) return -1.0;
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return blockerDepthSum / float( numBlockers );
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}
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float PCF_Filter(sampler2D shadowMap, vec2 uv, float zReceiver, float filterRadius ) {
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float sum = 0.0;
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for( int i = 0; i < PCF_NUM_SAMPLES; i ++ ) {
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float depth = unpackRGBAToDepth( texture2D( shadowMap, uv + poissonDisk[ i ] * filterRadius ) );
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if( zReceiver <= depth ) sum += 1.0;
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}
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for( int i = 0; i < PCF_NUM_SAMPLES; i ++ ) {
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float depth = unpackRGBAToDepth( texture2D( shadowMap, uv + -poissonDisk[ i ].yx * filterRadius ) );
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if( zReceiver <= depth ) sum += 1.0;
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}
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return sum / ( 2.0 * float( PCF_NUM_SAMPLES ) );
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}
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float PCSS ( sampler2D shadowMap, vec4 coords ) {
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vec2 uv = coords.xy;
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float zReceiver = coords.z; // Assumed to be eye-space z in this code
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initPoissonSamples( uv );
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// STEP 1: blocker search
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float avgBlockerDepth = findBlocker( shadowMap, uv, zReceiver );
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//There are no occluders so early out (this saves filtering)
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if( avgBlockerDepth == -1.0 ) return 1.0;
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// STEP 2: penumbra size
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float penumbraRatio = penumbraSize( zReceiver, avgBlockerDepth );
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float filterRadius = penumbraRatio * LIGHT_SIZE_UV * NEAR_PLANE / zReceiver;
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// STEP 3: filtering
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//return avgBlockerDepth;
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return PCF_Filter( shadowMap, uv, zReceiver, filterRadius );
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}
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16
app/js/shaders/depthShader-frag.glsl
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16
app/js/shaders/depthShader-frag.glsl
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uniform sampler2D texture;
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varying vec2 vUV;
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vec4 pack_depth(const in float depth) {
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const vec4 bit_shift = vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0);
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const vec4 bit_mask = vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
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vec4 res = fract(depth * bit_shift);
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res -= res.xxyz * bit_mask;
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return res;
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}
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void main() {
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vec4 pixel = texture2D(texture, vUV);
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if (pixel.a < 0.5) discard;
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gl_FragData[0] = pack_depth(gl_FragCoord.z);
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}
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6
app/js/shaders/depthShader-vert.glsl
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6
app/js/shaders/depthShader-vert.glsl
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varying vec2 vUV;
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void main() {
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vUV = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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@ -3,8 +3,8 @@ import loop from 'js/core/Loop';
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import props from 'js/core/props';
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import Bean from 'js/components/Bean';
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import Ground from 'js/components/Ground';
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import Clouds from 'js/components/Clouds';
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import Light from 'js/components/Light';
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import { createLight, createHemisphereLight } from 'js/components/Light';
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// ##
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// INIT
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@ -21,6 +21,10 @@ gui.close();
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webgl.add(new Ground());
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const clouds = new Clouds();
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webgl.add(clouds);
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loop.add(clouds.onUpdate);
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const light = new Light();
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webgl.add(light);
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loop.add(light.onUpdate);
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