JavaScript
THREE.VolumetericLightShader = {
uniforms: {
tDiffuse: {value:null},
lightPosition: {value: new THREE.Vector2(0.5, 0.5)},
exposure: {value: 0.18},
decay: {value: 0.95},
density: {value: 0.8},
weight: {value: 0.4},
samples: {value: 50}
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"varying vec2 vUv;",
"uniform sampler2D tDiffuse;",
"uniform vec2 lightPosition;",
"uniform float exposure;",
"uniform float decay;",
"uniform float density;",
"uniform float weight;",
"uniform int samples;",
"const int MAX_SAMPLES = 100;",
"void main()",
"{",
"vec2 texCoord = vUv;",
"vec2 deltaTextCoord = texCoord - lightPosition;",
"deltaTextCoord *= 1.0 / float(samples) * density;",
"vec4 color = texture2D(tDiffuse, texCoord);",
"float illuminationDecay = 1.0;",
"for(int i=0; i < MAX_SAMPLES; i++)",
"{",
"if(i == samples){",
"break;",
"}",
"texCoord -= deltaTextCoord;",
"vec4 sample = texture2D(tDiffuse, texCoord);",
"sample *= illuminationDecay * weight;",
"color += sample;",
"illuminationDecay *= decay;",
"}",
"gl_FragColor = color * exposure;",
"}"
].join("\n")
};
THREE.AdditiveBlendingShader = {
uniforms: {
tDiffuse: { value:null },
tAdd: { value:null }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform sampler2D tDiffuse;",
"uniform sampler2D tAdd;",
"varying vec2 vUv;",
"void main() {",
"vec4 color = texture2D( tDiffuse, vUv );",
"vec4 add = texture2D( tAdd, vUv );",
"gl_FragColor = color + add;",
...