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							- ( function () {
 
- 	const SSRrShader = {
 
- 		defines: {
 
- 			MAX_STEP: 0,
 
- 			PERSPECTIVE_CAMERA: true,
 
- 			SPECULAR: true,
 
- 			FILL_HOLE: true,
 
- 			INFINITE_THICK: false
 
- 		},
 
- 		uniforms: {
 
- 			'tDiffuse': {
 
- 				value: null
 
- 			},
 
- 			'tSpecular': {
 
- 				value: null
 
- 			},
 
- 			'tNormalSelects': {
 
- 				value: null
 
- 			},
 
- 			'tRefractive': {
 
- 				value: null
 
- 			},
 
- 			'tDepth': {
 
- 				value: null
 
- 			},
 
- 			'tDepthSelects': {
 
- 				value: null
 
- 			},
 
- 			'cameraNear': {
 
- 				value: null
 
- 			},
 
- 			'cameraFar': {
 
- 				value: null
 
- 			},
 
- 			'resolution': {
 
- 				value: new THREE.Vector2()
 
- 			},
 
- 			'cameraProjectionMatrix': {
 
- 				value: new THREE.Matrix4()
 
- 			},
 
- 			'cameraInverseProjectionMatrix': {
 
- 				value: new THREE.Matrix4()
 
- 			},
 
- 			'ior': {
 
- 				value: 1.03
 
- 			},
 
- 			'cameraRange': {
 
- 				value: 0
 
- 			},
 
- 			'maxDistance': {
 
- 				value: 180
 
- 			},
 
- 			'surfDist': {
 
- 				value: .007
 
- 			}
 
- 		},
 
- 		vertexShader:
 
-   /* glsl */
 
-   `
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}
 
- 	`,
 
- 		fragmentShader:
 
-   /* glsl */
 
-   `
 
- 		// precision highp float;
 
- 		precision highp sampler2D;
 
- 		varying vec2 vUv;
 
- 		uniform sampler2D tDepth;
 
- 		uniform sampler2D tDepthSelects;
 
- 		uniform sampler2D tNormalSelects;
 
- 		uniform sampler2D tRefractive;
 
- 		uniform sampler2D tDiffuse;
 
- 		uniform sampler2D tSpecular;
 
- 		uniform float cameraRange;
 
- 		uniform vec2 resolution;
 
- 		uniform float cameraNear;
 
- 		uniform float cameraFar;
 
- 		uniform float ior;
 
- 		uniform mat4 cameraProjectionMatrix;
 
- 		uniform mat4 cameraInverseProjectionMatrix;
 
- 		uniform float maxDistance;
 
- 		uniform float surfDist;
 
- 		#include <packing>
 
- 		float pointToLineDistance(vec3 x0, vec3 x1, vec3 x2) {
 
- 			//x0: point, x1: linePointA, x2: linePointB
 
- 			//https://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html
 
- 			return length(cross(x0-x1,x0-x2))/length(x2-x1);
 
- 		}
 
- 		float pointPlaneDistance(vec3 point,vec3 planePoint,vec3 planeNormal){
 
- 			// https://mathworld.wolfram.com/Point-PlaneDistance.html
 
- 			//// https://en.wikipedia.org/wiki/Plane_(geometry)
 
- 			//// http://paulbourke.net/geometry/pointlineplane/
 
- 			float a=planeNormal.x,b=planeNormal.y,c=planeNormal.z;
 
- 			float x0=point.x,y0=point.y,z0=point.z;
 
- 			float x=planePoint.x,y=planePoint.y,z=planePoint.z;
 
- 			float d=-(a*x+b*y+c*z);
 
- 			float distance=(a*x0+b*y0+c*z0+d)/sqrt(a*a+b*b+c*c);
 
- 			return distance;
 
- 		}
 
- 		float getDepth( const in vec2 uv ) {
 
- 			return texture2D( tDepth, uv ).x;
 
- 		}
 
- 		float getDepthSelects( const in vec2 uv ) {
 
- 			return texture2D( tDepthSelects, uv ).x;
 
- 		}
 
- 		float getViewZ( const in float depth ) {
 
- 			#ifdef PERSPECTIVE_CAMERA
 
- 				return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
 
- 			#else
 
- 				return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
 
- 			#endif
 
- 		}
 
- 		vec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) {
 
- 			vec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc
 
- 			clipPosition *= clipW; //clip
 
- 			return ( cameraInverseProjectionMatrix * clipPosition ).xyz;//view
 
- 		}
 
- 		vec3 getViewNormalSelects( const in vec2 uv ) {
 
- 			return unpackRGBToNormal( texture2D( tNormalSelects, uv ).xyz );
 
- 		}
 
- 		vec2 viewPositionToXY(vec3 viewPosition){
 
- 			vec2 xy;
 
- 			vec4 clip=cameraProjectionMatrix*vec4(viewPosition,1);
 
- 			xy=clip.xy;//clip
 
- 			float clipW=clip.w;
 
- 			xy/=clipW;//NDC
 
- 			xy=(xy+1.)/2.;//uv
 
- 			xy*=resolution;//screen
 
- 			return xy;
 
- 		}
 
- 		void setResultColor(vec2 uv){
 
- 			vec4 refractColor=texture2D(tDiffuse,uv);
 
- 			#ifdef SPECULAR
 
- 				vec4 specularColor=texture2D(tSpecular,vUv);
 
- 				gl_FragColor.xyz=mix(refractColor.xyz,vec3(1),specularColor.r);
 
- 				// gl_FragColor.xyz=refractColor.xyz*(1.+specularColor.r*3.);
 
- 			#else
 
- 				gl_FragColor.xyz=refractColor.xyz;
 
- 			#endif
 
- 			gl_FragColor.a=1.;
 
- 		}
 
- 		void main(){
 
- 			if(ior==1.) return; // Adding this line may have better performance, but more importantly, it can avoid display errors at the very edges of the model when IOR is equal to 1.
 
- 			float refractive=texture2D(tRefractive,vUv).r;
 
- 			if(refractive<=0.) return;
 
- 			// gl_FragColor=vec4(0,0,.5,1);return;
 
- 			vec3 viewNormalSelects=getViewNormalSelects( vUv );
 
- 			// gl_FragColor=vec4(viewNormalSelects,1);return;
 
- 			// if(viewNormalSelects.x<=0.&&viewNormalSelects.y<=0.&&viewNormalSelects.z<=0.) return;
 
- 			float depth = getDepthSelects( vUv );
 
- 			float viewZ = getViewZ( depth );
 
- 			// if(-viewZ>=cameraFar) return;
 
- 			float clipW = cameraProjectionMatrix[2][3] * viewZ+cameraProjectionMatrix[3][3];
 
- 			vec3 viewPosition=getViewPosition( vUv, depth, clipW );
 
- 			vec2 d0=gl_FragCoord.xy;
 
- 			vec2 d1;
 
- 			#ifdef PERSPECTIVE_CAMERA
 
- 				vec3 viewIncidentDir=normalize(viewPosition);
 
- 			#else
 
- 				vec3 viewIncidentDir=vec3(0,0,-1);
 
- 			#endif
 
- 			vec3 viewRefractDir=refract(viewIncidentDir,viewNormalSelects,1./ior);
 
- 			// https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/refract.xhtml
 
- 			vec3 d1viewPosition=viewPosition+viewRefractDir*maxDistance;
 
- 			#ifdef PERSPECTIVE_CAMERA
 
- 				if(d1viewPosition.z>-cameraNear){
 
- 					//https://tutorial.math.lamar.edu/Classes/CalcIII/EqnsOfLines.aspx
 
- 					float t=(-cameraNear-viewPosition.z)/viewRefractDir.z;
 
- 					d1viewPosition=viewPosition+viewRefractDir*t;
 
- 				}
 
- 			#endif
 
- 			d1=viewPositionToXY(d1viewPosition);
 
- 			float totalLen=length(d1-d0);
 
- 			float xLen=d1.x-d0.x;
 
- 			float yLen=d1.y-d0.y;
 
- 			float totalStep=max(abs(xLen),abs(yLen));
 
- 			float xSpan=xLen/totalStep;
 
- 			float ySpan=yLen/totalStep;
 
- 			#ifdef FILL_HOLE
 
- 				bool isRough=false;
 
- 				vec2 uvRough;
 
- 			#endif
 
- 			for(float i=0.;i<float(MAX_STEP);i++){
 
- 				if(i>=totalStep) break;
 
- 				vec2 xy=vec2(d0.x+i*xSpan,d0.y+i*ySpan);
 
- 				if(xy.x<0.||xy.x>resolution.x||xy.y<0.||xy.y>resolution.y) break;
 
- 				float s=length(xy-d0)/totalLen;
 
- 				vec2 uv=xy/resolution;
 
- 				float d = getDepth(uv);
 
- 				float vZ = getViewZ( d );
 
- 				float cW = cameraProjectionMatrix[2][3] * vZ+cameraProjectionMatrix[3][3];
 
- 				vec3 vP=getViewPosition( uv, d, cW );
 
- 				#ifdef PERSPECTIVE_CAMERA
 
- 					// https://www.comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf
 
- 					float recipVPZ=1./viewPosition.z;
 
- 					float viewRefractRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));
 
- 					float sD=surfDist*cW;
 
- 				#else
 
- 					float viewRefractRayZ=viewPosition.z+s*(d1viewPosition.z-viewPosition.z);
 
- 					float sD=surfDist;
 
- 				#endif
 
- 				#ifdef FILL_HOLE // TODO: May can improve performance by check if INFINITE_THICK too.
 
- 					if(viewRefractRayZ<=vZ){
 
- 						if(!isRough){
 
- 							uvRough=uv;
 
- 							isRough=true;
 
- 						}
 
- 					}
 
- 				#endif
 
- 				bool hit;
 
- 				#ifdef INFINITE_THICK
 
- 					hit=viewRefractRayZ<=vZ;
 
- 				#else
 
- 					if(viewRefractRayZ-sD>vZ) continue;
 
- 					float away=pointToLineDistance(vP,viewPosition,d1viewPosition);
 
- 					hit=away<=sD;
 
- 				#endif
 
- 				if(hit){
 
- 					setResultColor(uv);
 
- 					return;
 
- 				}
 
- 			}
 
- 			#ifdef FILL_HOLE
 
- 				if(isRough){
 
- 					setResultColor(uvRough);
 
- 				}
 
- 				// else{
 
- 				// 	gl_FragColor=texture2D(tDiffuse,vUv);//For afterward add color mix feature.
 
- 				// }
 
- 			#else
 
- 				// gl_FragColor=texture2D(tDiffuse,vUv);//For afterward add color mix feature.
 
- 			#endif
 
- 		}
 
- 	`
 
- 	};
 
- 	var SSRrDepthShader = {
 
- 		defines: {
 
- 			'PERSPECTIVE_CAMERA': 1
 
- 		},
 
- 		uniforms: {
 
- 			'tDepth': {
 
- 				value: null
 
- 			},
 
- 			'cameraNear': {
 
- 				value: null
 
- 			},
 
- 			'cameraFar': {
 
- 				value: null
 
- 			}
 
- 		},
 
- 		vertexShader:
 
-   /* glsl */
 
-   `
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}
 
- 	`,
 
- 		fragmentShader:
 
-   /* glsl */
 
-   `
 
- 		uniform sampler2D tDepth;
 
- 		uniform float cameraNear;
 
- 		uniform float cameraFar;
 
- 		varying vec2 vUv;
 
- 		#include <packing>
 
- 		float getLinearDepth( const in vec2 uv ) {
 
- 			#if PERSPECTIVE_CAMERA == 1
 
- 				float fragCoordZ = texture2D( tDepth, uv ).x;
 
- 				float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
 
- 				return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
 
- 			#else
 
- 				return texture2D( tDepth, uv ).x;
 
- 			#endif
 
- 		}
 
- 		void main() {
 
- 			float depth = getLinearDepth( vUv );
 
- 			float d = 1.0 - depth;
 
- 			// d=(d-.999)*1000.;
 
- 			gl_FragColor = vec4( vec3( d ), 1.0 );
 
- 		}
 
- 	`
 
- 	};
 
- 	THREE.SSRrDepthShader = SSRrDepthShader;
 
- 	THREE.SSRrShader = SSRrShader;
 
- } )();
 
 
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