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Oinktube/node_modules/three/examples/js/shaders/FresnelShader.js
2023-12-11 11:59:56 -03:00

72 lines
2 KiB
JavaScript

/**
* 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' )
};