const VolumetricCloudShader = { name: 'VolumeCloudShader', vertexShader: /* glsl */ ` in vec3 position; uniform mat4 modelMatrix; uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; uniform vec3 cameraPos; out vec3 vOrigin; out vec3 vDirection; void main() { vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); vOrigin = vec3( inverse( modelMatrix ) * vec4( cameraPos, 1.0 ) ).xyz; vDirection = position - vOrigin; gl_Position = projectionMatrix * mvPosition; } `, fragmentShader: /* glsl */ ` precision highp float; precision highp sampler3D; uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; in vec3 vOrigin; in vec3 vDirection; out vec4 color; uniform vec3 base; uniform sampler3D map; uniform float threshold; uniform float range; uniform float opacity; uniform float steps; uniform float frame; uint wang_hash(uint seed) { seed = (seed ^ 61u) ^ (seed >> 16u); seed *= 9u; seed = seed ^ (seed >> 4u); seed *= 0x27d4eb2du; seed = seed ^ (seed >> 15u); return seed; } float randomFloat(inout uint seed) { return float(wang_hash(seed)) / 4294967296.; } vec2 hitBox( vec3 orig, vec3 dir ) { const vec3 box_min = vec3( - 0.5 ); const vec3 box_max = vec3( 0.5 ); vec3 inv_dir = 1.0 / dir; vec3 tmin_tmp = ( box_min - orig ) * inv_dir; vec3 tmax_tmp = ( box_max - orig ) * inv_dir; vec3 tmin = min( tmin_tmp, tmax_tmp ); vec3 tmax = max( tmin_tmp, tmax_tmp ); float t0 = max( tmin.x, max( tmin.y, tmin.z ) ); float t1 = min( tmax.x, min( tmax.y, tmax.z ) ); return vec2( t0, t1 ); } float sample1( vec3 p ) { return texture( map, p ).r; } float shading( vec3 coord ) { float step = 0.01; return sample1( coord + vec3( - step ) ) - sample1( coord + vec3( step ) ); } vec4 linearToSRGB( in vec4 value ) { return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a ); } void main(){ vec3 rayDir = normalize( vDirection ); vec2 bounds = hitBox( vOrigin, rayDir ); if ( bounds.x > bounds.y ) discard; bounds.x = max( bounds.x, 0.0 ); vec3 p = vOrigin + bounds.x * rayDir; vec3 inc = 1.0 / abs( rayDir ); float delta = min( inc.x, min( inc.y, inc.z ) ); delta /= steps; // Jitter // Nice little seed from // https://blog.demofox.org/2020/05/25/casual-shadertoy-path-tracing-1-basic-camera-diffuse-emissive/ uint seed = uint( gl_FragCoord.x ) * uint( 1973 ) + uint( gl_FragCoord.y ) * uint( 9277 ) + uint( frame ) * uint( 26699 ); vec3 size = vec3( textureSize( map, 0 ) ); float randNum = randomFloat( seed ) * 2.0 - 1.0; p += rayDir * randNum * ( 1.0 / size ); // vec4 ac = vec4( base, 0.0 ); for ( float t = bounds.x; t < bounds.y; t += delta ) { float d = sample1( p + 0.5 ); d = smoothstep( threshold - range, threshold + range, d ) * opacity; float col = shading( p + 0.5 ) * 3.0 + ( ( p.x + p.y ) * 0.25 ) + 0.2; ac.rgb += ( 1.0 - ac.a ) * d * col; ac.a += ( 1.0 - ac.a ) * d; if ( ac.a >= 0.95 ) break; p += rayDir * delta; } color = linearToSRGB( ac ); if ( color.a == 0.0 ) discard; } `, }; export {VolumetricCloudShader};