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- ( function () {
- 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 );
- }`
- };
- THREE.WaterRefractionShader = WaterRefractionShader;
- } )();
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