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- var WaterRefractionShader = {
- uniforms: {
- 'color': {
- value: null
- },
- 'time': {
- value: 0
- },
- 'tDiffuse': {
- value: null
- },
- 'tDudv': {
- value: null
- },
- 'textureMatrix': {
- value: null
- }
- },
- 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' ),
- 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)
- ' 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
- ' vec4 uv = vec4( vUvRefraction );',
- ' uv.xy += distortion;',
- ' vec4 base = texture2DProj( tDiffuse, uv );',
- ' gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );',
- '}'
- ].join( '\n' )
- };
- export { WaterRefractionShader };
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