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- var ShaderUtils = {
- lib: { 'fresnel': {
-
- uniforms: {
-
- "mRefractionRatio": { type: "f", value: 1.02 },
- "mFresnelBias": { type: "f", value: 0.1 },
- "mFresnelPower": { type: "f", value: 2.0 },
- "mFresnelScale": { type: "f", value: 1.0 },
- "tCube": { type: "t", value: 1, texture: null }
-
- },
-
- fragment_shader: [
-
- "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, 1.0, 1.0, 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;",
- "refractedColor.a = 1.0;",
-
- "gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );",
- "}"
- ].join("\n"),
-
- vertex_shader: [
-
- "attribute vec3 position;",
- "attribute vec3 normal;",
- "attribute vec3 uv;",
-
- "uniform mat4 objMatrix;",
- "uniform mat4 modelViewMatrix;",
- "uniform mat4 projectionMatrix;",
-
- "uniform vec3 cameraPosition;",
-
- "uniform float mRefractionRatio;",
- "uniform float mFresnelBias;",
- "uniform float mFresnelScale;",
- "uniform float mFresnelPower;",
- "varying vec3 vReflect;",
- "varying vec3 vRefract[3];",
- "varying float vReflectionFactor;",
- "void main(void) {",
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- "vec4 mPosition = objMatrix * vec4( position, 1.0 );",
-
- "vec3 nWorld = normalize ( mat3( objMatrix[0].xyz, objMatrix[1].xyz, objMatrix[2].xyz ) * normal );",
-
- "vec3 I = mPosition.xyz - cameraPosition;",
-
- "vReflect = reflect( I, nWorld );",
- "vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );",
- "vRefract[1] = refract( normalize( I ), nWorld, mRefractionRatio * 0.99 );",
- "vRefract[2] = refract( normalize( I ), nWorld, mRefractionRatio * 0.98 );",
- "vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), nWorld ), mFresnelPower );",
-
- "gl_Position = projectionMatrix * mvPosition;",
- "}"
- ].join("\n")
-
- }
- }
- };
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