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WaterRefractionShader.js
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/**
* @author Mugen87 / https://github.com/Mugen87
*
*/
THREE.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" )
};