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90 lines
1.7 KiB
90 lines
1.7 KiB
const WaterRefractionShader = {
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uniforms: {
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'color': {
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value: null
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},
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'time': {
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value: 0
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},
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'tDiffuse': {
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value: null
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},
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'tDudv': {
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value: null
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},
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'textureMatrix': {
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value: null
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}
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},
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vertexShader: /* glsl */`
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uniform mat4 textureMatrix;
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varying vec2 vUv;
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varying vec4 vUvRefraction;
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void main() {
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vUv = uv;
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vUvRefraction = textureMatrix * vec4( position, 1.0 );
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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uniform vec3 color;
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uniform float time;
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uniform sampler2D tDiffuse;
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uniform sampler2D tDudv;
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varying vec2 vUv;
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varying vec4 vUvRefraction;
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float blendOverlay( float base, float blend ) {
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return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
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}
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vec3 blendOverlay( vec3 base, vec3 blend ) {
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return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );
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}
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void main() {
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float waveStrength = 0.5;
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float waveSpeed = 0.03;
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// simple distortion (ripple) via dudv map (see https://www.youtube.com/watch?v=6B7IF6GOu7s)
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vec2 distortedUv = texture2D( tDudv, vec2( vUv.x + time * waveSpeed, vUv.y ) ).rg * waveStrength;
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distortedUv = vUv.xy + vec2( distortedUv.x, distortedUv.y + time * waveSpeed );
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vec2 distortion = ( texture2D( tDudv, distortedUv ).rg * 2.0 - 1.0 ) * waveStrength;
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// new uv coords
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vec4 uv = vec4( vUvRefraction );
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uv.xy += distortion;
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vec4 base = texture2DProj( tDiffuse, uv );
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gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
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}`
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};
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export { WaterRefractionShader };
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