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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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