FresnelShader.js 2.0 KB

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  1. ( function () {
  2. /**
  3. * Based on Nvidia Cg tutorial
  4. */
  5. var FresnelShader = {
  6. uniforms: {
  7. 'mRefractionRatio': {
  8. value: 1.02
  9. },
  10. 'mFresnelBias': {
  11. value: 0.1
  12. },
  13. 'mFresnelPower': {
  14. value: 2.0
  15. },
  16. 'mFresnelScale': {
  17. value: 1.0
  18. },
  19. 'tCube': {
  20. value: null
  21. }
  22. },
  23. vertexShader: [ 'uniform float mRefractionRatio;', 'uniform float mFresnelBias;', 'uniform float mFresnelScale;', 'uniform float mFresnelPower;', 'varying vec3 vReflect;', 'varying vec3 vRefract[3];', 'varying float vReflectionFactor;', 'void main() {', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );', ' vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );', ' vec3 I = worldPosition.xyz - cameraPosition;', ' vReflect = reflect( I, worldNormal );', ' vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );', ' vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );', ' vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );', ' vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );', ' gl_Position = projectionMatrix * mvPosition;', '}' ].join( '\n' ),
  24. fragmentShader: [ 'uniform samplerCube tCube;', 'varying vec3 vReflect;', 'varying vec3 vRefract[3];', 'varying float vReflectionFactor;', 'void main() {', ' vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );', ' vec4 refractedColor = vec4( 1.0 );', ' refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;', ' refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;', ' refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;', ' gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );', '}' ].join( '\n' )
  25. };
  26. THREE.FresnelShader = FresnelShader;
  27. } )();