mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
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75 lines
2.1 KiB
JavaScript
75 lines
2.1 KiB
JavaScript
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/**
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* @author alteredq / http://alteredqualia.com/
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*
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* Based on Nvidia Cg tutorial
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*/
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THREE.FresnelShader = {
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uniforms: {
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"mRefractionRatio": { type: "f", value: 1.02 },
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"mFresnelBias": { type: "f", value: 0.1 },
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"mFresnelPower": { type: "f", value: 2.0 },
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"mFresnelScale": { type: "f", value: 1.0 },
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"tCube": { type: "t", value: null }
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},
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vertexShader: [
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"uniform float mRefractionRatio;",
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"uniform float mFresnelBias;",
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"uniform float mFresnelScale;",
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"uniform float mFresnelPower;",
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"varying vec3 vReflect;",
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"varying vec3 vRefract[3];",
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"varying float vReflectionFactor;",
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"void main() {",
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"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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"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 );",
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"vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );",
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"vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );",
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"vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );",
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"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;",
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"varying vec3 vRefract[3];",
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"varying float vReflectionFactor;",
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"void main() {",
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"vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
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"vec4 refractedColor = vec4( 1.0 );",
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"refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;",
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"refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;",
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"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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