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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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