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three-stdlib

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stand-alone library of threejs examples

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"use strict"; Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" }); const WaterRefractionShader = { uniforms: { color: { value: null }, time: { value: 0 }, tDiffuse: { value: null }, tDudv: { value: null }, textureMatrix: { 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") }; exports.WaterRefractionShader = WaterRefractionShader; //# sourceMappingURL=WaterRefractionShader.cjs.map