three
Version:
JavaScript 3D library
75 lines (39 loc) • 1.73 kB
JavaScript
export default /* glsl */`
vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );
// Transforming Normal Vectors with the Inverse Transformation
vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
vec3 reflectVec = reflect( cameraToVertex, worldNormal );
vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );
vec3 reflectVec = vReflect;
vec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );
vec2 sampleUV;
reflectVec = normalize( reflectVec );
sampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;
sampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;
vec4 envColor = texture2D( envMap, sampleUV );
reflectVec = normalize( reflectVec );
vec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );
vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );
vec4 envColor = vec4( 0.0 );
envColor = envMapTexelToLinear( envColor );
outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );
outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );
outgoingLight += envColor.xyz * specularStrength * reflectivity;
`;