WaterRefractionShader.js 1.7 KB

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  1. ( function () {
  2. var WaterRefractionShader = {
  3. uniforms: {
  4. 'color': {
  5. value: null
  6. },
  7. 'time': {
  8. value: 0
  9. },
  10. 'tDiffuse': {
  11. value: null
  12. },
  13. 'tDudv': {
  14. value: null
  15. },
  16. 'textureMatrix': {
  17. value: null
  18. }
  19. },
  20. vertexShader: [ '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 );', '}' ].join( '\n' ),
  21. fragmentShader: [ '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 = 0.1;', ' float waveSpeed = 0.03;', // simple distortion (ripple) via dudv map (see https://www.youtube.com/watch?v=6B7IF6GOu7s)
  22. ' 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
  23. ' vec4 uv = vec4( vUvRefraction );', ' uv.xy += distortion;', ' vec4 base = texture2DProj( tDiffuse, uv );', ' gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );', '}' ].join( '\n' )
  24. };
  25. THREE.WaterRefractionShader = WaterRefractionShader;
  26. } )();