| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990 | 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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