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ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /shaders /WaterRefractionShader.js
| const WaterRefractionShader = { | |
| name: 'WaterRefractionShader', | |
| uniforms: { | |
| 'color': { | |
| value: null | |
| }, | |
| 'time': { | |
| value: 0 | |
| }, | |
| 'tDiffuse': { | |
| value: null | |
| }, | |
| 'tDudv': { | |
| value: null | |
| }, | |
| 'textureMatrix': { | |
| value: null | |
| } | |
| }, | |
| vertexShader: /* glsl */` | |
| 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 ); | |
| }`, | |
| fragmentShader: /* glsl */` | |
| 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 = 0.5; | |
| 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 ); | |
| #include <tonemapping_fragment> | |
| #include <colorspace_fragment> | |
| }` | |
| }; | |
| export { WaterRefractionShader }; | |
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