FresnelShader.js 2.0 KB

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  1. /**
  2. * Based on Nvidia Cg tutorial
  3. */
  4. THREE.FresnelShader = {
  5. uniforms: {
  6. "mRefractionRatio": { value: 1.02 },
  7. "mFresnelBias": { value: 0.1 },
  8. "mFresnelPower": { value: 2.0 },
  9. "mFresnelScale": { value: 1.0 },
  10. "tCube": { value: null }
  11. },
  12. vertexShader: [
  13. "uniform float mRefractionRatio;",
  14. "uniform float mFresnelBias;",
  15. "uniform float mFresnelScale;",
  16. "uniform float mFresnelPower;",
  17. "varying vec3 vReflect;",
  18. "varying vec3 vRefract[3];",
  19. "varying float vReflectionFactor;",
  20. "void main() {",
  21. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  22. " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  23. " vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
  24. " vec3 I = worldPosition.xyz - cameraPosition;",
  25. " vReflect = reflect( I, worldNormal );",
  26. " vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );",
  27. " vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );",
  28. " vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );",
  29. " vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );",
  30. " gl_Position = projectionMatrix * mvPosition;",
  31. "}"
  32. ].join( "\n" ),
  33. fragmentShader: [
  34. "uniform samplerCube tCube;",
  35. "varying vec3 vReflect;",
  36. "varying vec3 vRefract[3];",
  37. "varying float vReflectionFactor;",
  38. "void main() {",
  39. " vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
  40. " vec4 refractedColor = vec4( 1.0 );",
  41. " refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;",
  42. " refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;",
  43. " refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;",
  44. " gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );",
  45. "}"
  46. ].join( "\n" )
  47. };