/** * Based on Nvidia Cg tutorial */ const FresnelShader = { uniforms: { 'mRefractionRatio': { value: 1.02 }, 'mFresnelBias': { value: 0.1 }, 'mFresnelPower': { value: 2.0 }, 'mFresnelScale': { value: 1.0 }, 'tCube': { value: null } }, vertexShader: /* glsl */` uniform float mRefractionRatio; uniform float mFresnelBias; uniform float mFresnelScale; uniform float mFresnelPower; varying vec3 vReflect; varying vec3 vRefract[3]; varying float vReflectionFactor; void main() { vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); vec4 worldPosition = modelMatrix * vec4( position, 1.0 ); vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal ); vec3 I = worldPosition.xyz - cameraPosition; 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 ); gl_Position = projectionMatrix * mvPosition; }`, fragmentShader: /* glsl */` uniform samplerCube tCube; varying vec3 vReflect; varying vec3 vRefract[3]; varying float vReflectionFactor; void main() { vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) ); vec4 refractedColor = vec4( 1.0 ); 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; gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) ); }` }; export { FresnelShader };