| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336 | ( 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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