WaterRefractionShader.js 1.8 KB

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  1. /**
  2. * @author Mugen87 / https://github.com/Mugen87
  3. *
  4. */
  5. var WaterRefractionShader = {
  6. uniforms: {
  7. 'color': {
  8. value: null
  9. },
  10. 'time': {
  11. value: 0
  12. },
  13. 'tDiffuse': {
  14. value: null
  15. },
  16. 'tDudv': {
  17. value: null
  18. },
  19. 'textureMatrix': {
  20. value: null
  21. }
  22. },
  23. vertexShader: [
  24. 'uniform mat4 textureMatrix;',
  25. 'varying vec2 vUv;',
  26. 'varying vec4 vUvRefraction;',
  27. 'void main() {',
  28. ' vUv = uv;',
  29. ' vUvRefraction = textureMatrix * vec4( position, 1.0 );',
  30. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  31. '}'
  32. ].join( '\n' ),
  33. fragmentShader: [
  34. 'uniform vec3 color;',
  35. 'uniform float time;',
  36. 'uniform sampler2D tDiffuse;',
  37. 'uniform sampler2D tDudv;',
  38. 'varying vec2 vUv;',
  39. 'varying vec4 vUvRefraction;',
  40. 'float blendOverlay( float base, float blend ) {',
  41. ' return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );',
  42. '}',
  43. 'vec3 blendOverlay( vec3 base, vec3 blend ) {',
  44. ' return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );',
  45. '}',
  46. 'void main() {',
  47. ' float waveStrength = 0.1;',
  48. ' float waveSpeed = 0.03;',
  49. // simple distortion (ripple) via dudv map (see https://www.youtube.com/watch?v=6B7IF6GOu7s)
  50. ' vec2 distortedUv = texture2D( tDudv, vec2( vUv.x + time * waveSpeed, vUv.y ) ).rg * waveStrength;',
  51. ' distortedUv = vUv.xy + vec2( distortedUv.x, distortedUv.y + time * waveSpeed );',
  52. ' vec2 distortion = ( texture2D( tDudv, distortedUv ).rg * 2.0 - 1.0 ) * waveStrength;',
  53. // new uv coords
  54. ' vec4 uv = vec4( vUvRefraction );',
  55. ' uv.xy += distortion;',
  56. ' vec4 base = texture2DProj( tDiffuse, uv );',
  57. ' gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );',
  58. '}'
  59. ].join( '\n' )
  60. };
  61. export { WaterRefractionShader };