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/** | |
* @author Mugen87 / https://github.com/Mugen87 | |
* | |
*/ | |
THREE.WaterRefractionShader = { | |
uniforms: { | |
'color': { | |
type: 'c', | |
value: null | |
}, | |
'time': { | |
type: 'f', | |
value: 0 | |
}, | |
'tDiffuse': { | |
type: 't', | |
value: null | |
}, | |
'tDudv': { | |
type: 't', | |
value: null | |
}, | |
'textureMatrix': { | |
type: 'm4', | |
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' ) | |
}; | |