mirror of
https://github.com/DanielnetoDotCom/YouPHPTube
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72 lines
2 KiB
JavaScript
72 lines
2 KiB
JavaScript
/**
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* Based on Nvidia Cg tutorial
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*/
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THREE.FresnelShader = {
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uniforms: {
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'mRefractionRatio': { value: 1.02 },
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'mFresnelBias': { value: 0.1 },
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'mFresnelPower': { value: 2.0 },
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'mFresnelScale': { value: 1.0 },
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'tCube': { value: null }
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},
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vertexShader: [
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'uniform float mRefractionRatio;',
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'uniform float mFresnelBias;',
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'uniform float mFresnelScale;',
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'uniform float mFresnelPower;',
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'varying vec3 vReflect;',
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'varying vec3 vRefract[3];',
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'varying float vReflectionFactor;',
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'void main() {',
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' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
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' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
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' vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );',
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' vec3 I = worldPosition.xyz - cameraPosition;',
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' vReflect = reflect( I, worldNormal );',
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' vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );',
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' vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );',
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' vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );',
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' vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );',
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' gl_Position = projectionMatrix * mvPosition;',
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'}'
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].join( '\n' ),
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fragmentShader: [
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'uniform samplerCube tCube;',
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'varying vec3 vReflect;',
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'varying vec3 vRefract[3];',
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'varying float vReflectionFactor;',
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'void main() {',
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' vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );',
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' vec4 refractedColor = vec4( 1.0 );',
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' refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;',
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' refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;',
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' refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;',
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' gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );',
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'}'
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].join( '\n' )
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};
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