<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - shaders - sky sun shader</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <style> body { color: #000; font-family:Monospace; font-size:13px; text-align:center; font-weight: bold; background-color: #fff; margin: 0px; overflow: hidden; text } #info { color:#ccc; text-shadow: 1px 1px rgba(0,0,0,0.25); position: absolute; top: 0px; width: 100%; padding: 5px; } a { color: #fff; } </style> </head> <body> <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> webgl - sky + sun shader <br/><a href="https://plus.google.com/117614030945250277079/posts/MYkgKdvLhNj">More info</a> by <a href="http://twitter.com/blurspline">@blurspline</a> </div> <script src="../build/three.min.js"></script> <script src="js/controls/TrackballControls.js"></script> <script src="js/SkyShader.js"></script> <script src="js/Detector.js"></script> <script src="js/libs/stats.min.js"></script> <script src="js/libs/dat.gui.min.js"></script> <script> if ( ! Detector.webgl ) Detector.addGetWebGLMessage(); var container, stats; var camera, controls, scene, renderer; var sky, sunSphere; init(); animate(); function initSky(){ // Add Sky Mesh sky = new THREE.Sky(); scene.add( sky.mesh ); // Add Sun Helper sunSphere = new THREE.Mesh( new THREE.SphereGeometry( 20000, 30, 30 ), new THREE.MeshBasicMaterial({color: 0xffffff, wireframe: false })); sunSphere.position.y = -700000; sunSphere.visible = true; scene.add( sunSphere ); /// GUI var effectController = { turbidity: 10, reileigh: 2, mieCoefficient: 0.005, mieDirectionalG: 0.8, luminance: 1, inclination: 0.49, // elevation / inclination azimuth: 0.25, // Facing front, sun: !true } var distance = 400000; function guiChanged() { var uniforms = sky.uniforms; uniforms.turbidity.value = effectController.turbidity; uniforms.reileigh.value = effectController.reileigh; uniforms.luminance.value = effectController.luminance; uniforms.mieCoefficient.value = effectController.mieCoefficient; uniforms.mieDirectionalG.value = effectController.mieDirectionalG; var theta = Math.PI * (effectController.inclination - 0.5); var phi = 2 * Math.PI * (effectController.azimuth - 0.5); sunSphere.position.x = distance * Math.cos(phi); sunSphere.position.y = distance * Math.sin(phi) * Math.sin(theta); sunSphere.position.z = distance * Math.sin(phi) * Math.cos(theta); sunSphere.visible = effectController.sun; sky.uniforms.sunPosition.value.copy(sunSphere.position); } var gui = new dat.GUI(); gui.add( effectController, "turbidity", 1.0, 20.0, 0.1 ).onChange( guiChanged ); gui.add( effectController, "reileigh", 0.0, 4, 0.001 ).onChange( guiChanged ); gui.add( effectController, "mieCoefficient", 0.0, 0.1, 0.001 ).onChange( guiChanged ); gui.add( effectController, "mieDirectionalG", 0.0, 1, 0.001 ).onChange( guiChanged ); gui.add( effectController, "luminance", 0.0, 2).onChange( guiChanged );; gui.add( effectController, "inclination", 0, 1, 0.0001).onChange( guiChanged ); gui.add( effectController, "azimuth", 0, 1, 0.0001).onChange( guiChanged ); gui.add( effectController, "sun").onChange( guiChanged ); guiChanged(); camera.lookAt(sunSphere.position) } function init() { camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.5, 2000000 ); camera.position.z = 2000; camera.position.y = 100; camera.setLens(20); scene = new THREE.Scene(); var helper = new THREE.GridHelper( 5000, 5000 ); helper.color1.setHex( 0xffffff ); helper.color2.setHex( 0xffffff ); scene.add( helper ); initSky(); renderer = new THREE.WebGLRenderer( { antialias: false } ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement ); controls = new THREE.TrackballControls( camera, renderer.domElement ); stats = new Stats(); stats.domElement.style.position = 'absolute'; stats.domElement.style.top = '0px'; stats.domElement.style.zIndex = 100; document.body.appendChild( stats.domElement ); // window.addEventListener( 'resize', onWindowResize, false ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); render(); } var time = 0; function animate() { time = Date.now(); requestAnimationFrame( animate ); controls.update(); render(); } function render() { renderer.render( scene, camera ); stats.update(); } </script> </body> </html>