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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" )
- };
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