[b86468]: / v3 / js / libs / three / shaders / WaterRefractionShader.js

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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' )
};