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| THREE.FresnelShader = { |
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| uniforms: { |
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| "mRefractionRatio": { value: 1.02 }, |
| "mFresnelBias": { value: 0.1 }, |
| "mFresnelPower": { value: 2.0 }, |
| "mFresnelScale": { value: 1.0 }, |
| "tCube": { value: null } |
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| }, |
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| vertexShader: [ |
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| "uniform float mRefractionRatio;", |
| "uniform float mFresnelBias;", |
| "uniform float mFresnelScale;", |
| "uniform float mFresnelPower;", |
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| "varying vec3 vReflect;", |
| "varying vec3 vRefract[3];", |
| "varying float vReflectionFactor;", |
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| "void main() {", |
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| "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", |
| "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );", |
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| "vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );", |
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| "vec3 I = worldPosition.xyz - cameraPosition;", |
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| "vReflect = reflect( I, worldNormal );", |
| "vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );", |
| "vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );", |
| "vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );", |
| "vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );", |
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| "gl_Position = projectionMatrix * mvPosition;", |
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| "}" |
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| ].join( "\n" ), |
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| fragmentShader: [ |
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| "uniform samplerCube tCube;", |
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| "varying vec3 vReflect;", |
| "varying vec3 vRefract[3];", |
| "varying float vReflectionFactor;", |
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| "void main() {", |
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| "vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );", |
| "vec4 refractedColor = vec4( 1.0 );", |
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| "refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;", |
| "refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;", |
| "refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;", |
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| "gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );", |
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| "}" |
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| ].join( "\n" ) |
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| }; |
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