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| |
| |
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| THREE.WaterRefractionShader = { |
|
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| uniforms: { |
|
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| 'color': { |
| type: 'c', |
| value: null |
| }, |
|
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| 'time': { |
| type: 'f', |
| value: 0 |
| }, |
|
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| 'tDiffuse': { |
| type: 't', |
| value: null |
| }, |
|
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| 'tDudv': { |
| type: 't', |
| value: null |
| }, |
|
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| 'textureMatrix': { |
| type: 'm4', |
| value: null |
| } |
|
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| }, |
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| vertexShader: [ |
|
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| 'uniform mat4 textureMatrix;', |
|
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| 'varying vec2 vUv;', |
| 'varying vec4 vUvRefraction;', |
|
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| 'void main() {', |
|
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| ' vUv = uv;', |
|
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| ' vUvRefraction = textureMatrix * vec4( position, 1.0 );', |
|
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| ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', |
|
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| '}' |
|
|
| ].join( '\n' ), |
|
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| fragmentShader: [ |
|
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| 'uniform vec3 color;', |
| 'uniform float time;', |
| 'uniform sampler2D tDiffuse;', |
| 'uniform sampler2D tDudv;', |
|
|
| 'varying vec2 vUv;', |
| 'varying vec4 vUvRefraction;', |
|
|
| 'float blendOverlay( float base, float blend ) {', |
|
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| ' return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );', |
|
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| '}', |
|
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| 'vec3 blendOverlay( vec3 base, vec3 blend ) {', |
|
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| ' return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );', |
|
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| '}', |
|
|
| 'void main() {', |
|
|
| ' float waveStrength = 0.1;', |
| ' float waveSpeed = 0.03;', |
|
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| |
|
|
| ' 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;', |
|
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| |
|
|
| ' vec4 uv = vec4( vUvRefraction );', |
| ' uv.xy += distortion;', |
|
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| ' vec4 base = texture2DProj( tDiffuse, uv );', |
|
|
| ' gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );', |
|
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| '}' |
|
|
| ].join( '\n' ) |
| }; |
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|