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							- const WaterRefractionShader = {
 
- 	uniforms: {
 
- 		'color': {
 
- 			value: null
 
- 		},
 
- 		'time': {
 
- 			value: 0
 
- 		},
 
- 		'tDiffuse': {
 
- 			value: null
 
- 		},
 
- 		'tDudv': {
 
- 			value: null
 
- 		},
 
- 		'textureMatrix': {
 
- 			value: null
 
- 		}
 
- 	},
 
- 	vertexShader: /* glsl */`
 
- 		uniform mat4 textureMatrix;
 
- 		varying vec2 vUv;
 
- 		varying vec4 vUvRefraction;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			vUvRefraction = textureMatrix * vec4( position, 1.0 );
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}`,
 
- 	fragmentShader: /* glsl */`
 
- 		uniform vec3 color;
 
- 		uniform float time;
 
- 		uniform sampler2D tDiffuse;
 
- 		uniform sampler2D tDudv;
 
- 		varying vec2 vUv;
 
- 		varying vec4 vUvRefraction;
 
- 		float blendOverlay( float base, float blend ) {
 
- 			return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
 
- 		}
 
- 		vec3 blendOverlay( vec3 base, vec3 blend ) {
 
- 			return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );
 
- 		}
 
- 		void main() {
 
- 		 float waveStrength = 0.5;
 
- 		 float waveSpeed = 0.03;
 
- 			// simple distortion (ripple) via dudv map (see https://www.youtube.com/watch?v=6B7IF6GOu7s)
 
- 			vec2 distortedUv = texture2D( tDudv, vec2( vUv.x + time * waveSpeed, vUv.y ) ).rg * waveStrength;
 
- 			distortedUv = vUv.xy + vec2( distortedUv.x, distortedUv.y + time * waveSpeed );
 
- 			vec2 distortion = ( texture2D( tDudv, distortedUv ).rg * 2.0 - 1.0 ) * waveStrength;
 
- 			// new uv coords
 
- 		 vec4 uv = vec4( vUvRefraction );
 
- 		 uv.xy += distortion;
 
- 			vec4 base = texture2DProj( tDiffuse, uv );
 
- 			gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
 
- 		}`
 
- };
 
- export { WaterRefractionShader };
 
 
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