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| /** | |
| * @author alteredq / http://alteredqualia.com/ | |
| * | |
| * Based on Nvidia Cg tutorial | |
| */ | |
| THREE.FresnelShader = { | |
| uniforms: { | |
| "mRefractionRatio": { value: 1.02 }, | |
| "mFresnelBias": { value: 0.1 }, | |
| "mFresnelPower": { value: 2.0 }, | |
| "mFresnelScale": { value: 1.0 }, | |
| "tCube": { value: null } | |
| }, | |
| vertexShader: [ | |
| "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;", | |
| "}" | |
| ].join( "\n" ), | |
| fragmentShader: [ | |
| "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 ) );", | |
| "}" | |
| ].join( "\n" ) | |
| }; | |