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three

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JavaScript 3D library

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export default /* glsl */` #ifdef USE_TRANSMISSION // Transmission code is based on glTF-Sampler-Viewer // https://github.com/KhronosGroup/glTF-Sample-Viewer uniform float transmission; uniform float thickness; uniform float attenuationDistance; uniform vec3 attenuationColor; #ifdef USE_TRANSMISSIONMAP uniform sampler2D transmissionMap; #endif #ifdef USE_THICKNESSMAP uniform sampler2D thicknessMap; #endif uniform vec2 transmissionSamplerSize; uniform sampler2D transmissionSamplerMap; uniform mat4 modelMatrix; uniform mat4 projectionMatrix; varying vec3 vWorldPosition; vec3 getVolumeTransmissionRay( vec3 n, vec3 v, float thickness, float ior, mat4 modelMatrix ) { // Direction of refracted light. vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior ); // Compute rotation-independant scaling of the model matrix. vec3 modelScale; modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) ); modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) ); modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) ); // The thickness is specified in local space. return normalize( refractionVector ) * thickness * modelScale; } float applyIorToRoughness( float roughness, float ior ) { // Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and // an IOR of 1.5 results in the default amount of microfacet refraction. return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 ); } vec4 getTransmissionSample( vec2 fragCoord, float roughness, float ior ) { float framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior ); #ifdef TEXTURE_LOD_EXT return texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod ); #else return texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod ); #endif } vec3 applyVolumeAttenuation( vec3 radiance, float transmissionDistance, vec3 attenuationColor, float attenuationDistance ) { if ( attenuationDistance == 0.0 ) { // Attenuation distance is +∞ (which we indicate by zero), i.e. the transmitted color is not attenuated at all. return radiance; } else { // Compute light attenuation using Beer's law. vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance; vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); // Beer's law return transmittance * radiance; } } vec4 getIBLVolumeRefraction( vec3 n, vec3 v, float roughness, vec3 diffuseColor, vec3 specularColor, float specularF90, vec3 position, mat4 modelMatrix, mat4 viewMatrix, mat4 projMatrix, float ior, float thickness, vec3 attenuationColor, float attenuationDistance ) { vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix ); vec3 refractedRayExit = position + transmissionRay; // Project refracted vector on the framebuffer, while mapping to normalized device coordinates. vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 ); vec2 refractionCoords = ndcPos.xy / ndcPos.w; refractionCoords += 1.0; refractionCoords /= 2.0; // Sample framebuffer to get pixel the refracted ray hits. vec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior ); vec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance ); // Get the specular component. vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness ); return vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a ); } #endif `;