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- /**
- * Based on Nvidia Cg tutorial
- */
- const FresnelShader = {
- uniforms: {
- 'mRefractionRatio': { value: 1.02 },
- 'mFresnelBias': { value: 0.1 },
- 'mFresnelPower': { value: 2.0 },
- 'mFresnelScale': { value: 1.0 },
- 'tCube': { value: null }
- },
- vertexShader: /* glsl */`
- uniform float mRefractionRatio;
- uniform float mFresnelBias;
- uniform float mFresnelScale;
- uniform float mFresnelPower;
- varying vec3 vReflect;
- varying vec3 vRefract[3];
- varying float vReflectionFactor;
- void main() {
- vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
- vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
- vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );
- vec3 I = worldPosition.xyz - cameraPosition;
- vReflect = reflect( I, worldNormal );
- vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );
- vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );
- vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );
- vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );
- gl_Position = projectionMatrix * mvPosition;
- }`,
- fragmentShader: /* glsl */`
- 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 );
- 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;
- gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );
- }`
- };
- export { FresnelShader };
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