mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-12-25 20:33:50 +01:00
75 lines
2.1 KiB
JavaScript
75 lines
2.1 KiB
JavaScript
|
/**
|
||
|
* @author alteredq / http://alteredqualia.com/
|
||
|
*
|
||
|
* Based on Nvidia Cg tutorial
|
||
|
*/
|
||
|
|
||
|
THREE.FresnelShader = {
|
||
|
|
||
|
uniforms: {
|
||
|
|
||
|
"mRefractionRatio": { type: "f", value: 1.02 },
|
||
|
"mFresnelBias": { type: "f", value: 0.1 },
|
||
|
"mFresnelPower": { type: "f", value: 2.0 },
|
||
|
"mFresnelScale": { type: "f", value: 1.0 },
|
||
|
"tCube": { type: "t", value: null }
|
||
|
|
||
|
},
|
||
|
|
||
|
vertexShader: [
|
||
|
|
||
|
"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;",
|
||
|
|
||
|
"}"
|
||
|
|
||
|
].join("\n"),
|
||
|
|
||
|
fragmentShader: [
|
||
|
|
||
|
"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 ) );",
|
||
|
|
||
|
"}"
|
||
|
|
||
|
].join("\n")
|
||
|
|
||
|
};
|