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const 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 );
}`
};
export { WaterRefractionShader };