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@gov.nasa.jpl.honeycomb/mars-sky

v0.0.6

Published

Sky shader for mars in three.js.

Downloads

2

Readme

mars-sky

Shader and three.js object for rendering a physically based version of the Martian sky. Based on the paper 2013 paper Physically Based Rendering of the Martian Atmosphere.

Originally implemented by Ryan Kinnett.

Use

import { MarsSky } from '@gov.nasa.jpl.honeycomb/mars-sky';

const directionalLight, ambientLight, scene;
const sky = new MarsSky();

scene.add(sky);
sky.scale.setScalar(450000);

marsSky.sunPosition.set( 1, 1, 1 ).normalize();
marsSky.getColor( ambientLight.color );
ambientLight.intensity = marsSky.getAmbientIntensity();
directionalLight.intensity = marsSky.getDirectionalIntensity();

API

MarsSky

Initializes itself with a sphere and sky shader material.

extends Mesh

sunPosition

sunPosition : null

getColor

getColor( target : Color ) : Color

Sets the target color object to the color of the ambient light given the current sun angle.

getDirectionalIntensity

getDirectionalIntensity(  ) : Number

Returns the intensity of the directional light given the current sun position.

getAmbientIntensity

getAmbientIntensity(  ) : Number

Returns the intensity of the ambient light given the current sun position.

MarsSkyShader

uniforms

uniforms : Object
{
    luminance = 1.0 : Number,

    turbidity = 0.8 : Number,

    rayleigh = 0.005 : Number,

    mieCoefficient = 0.005 : Number,

    mieDirectionalG = 0.8 : Number,

    // The position of the sun in world space. This is relative to the
    // skys coordinate frame.
    sunPosition = 0, 0, 0 : Vector3
}