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In Three.js, you can simulate an atmosphere using the following techniques:
Here is an example of a shader that implements atmospheric scattering:
// Vertex shader varying vec3 vWorldPosition; void main() { vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } // Fragment shader uniform vec3 cameraPosition; uniform float scattering; uniform float extinction; uniform float turbidity; varying vec3 vWorldPosition; void main() { vec3 rayDirection = normalize(vWorldPosition - cameraPosition); vec3 attenuation = exp(-scattering * extinction * rayDirection.y * vWorldPosition.y); vec3 scatteringColor = attenuation * vec3(0.2, 0.5, 1.0); vec3 extinctionColor = vec3(0.0, 0.0, 0.0); gl_FragColor = vec4(scatteringColor + extinctionColor, 1.0); }
Here is an example of a shader that implements vertex displacement:
// Vertex shader uniform float time; uniform float amplitude; uniform float frequency; varying vec3 vWorldPosition; void main() { vec3 noise = vec3(perlinNoise(vWorldPosition * frequency)); vec3 displacement = noise * amplitude; vWorldPosition = (modelMatrix * vec4(position + displacement, 1.0)).xyz; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } // Fragment shader void main() { gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); }
By combining these techniques, you can create a realistic representation of an atmosphere in Three.js.
Here are some additional tips for creating an atmospheric effect in Three.js:
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