/** * @author alteredq / http://alteredqualia.com/ * * Based on Nvidia Cg tutorial */ var FresnelShader = { uniforms: { "mRefractionRatio": { value: 1.02 }, "mFresnelBias": { value: 0.1 }, "mFresnelPower": { value: 2.0 }, "mFresnelScale": { value: 1.0 }, "tCube": { 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" ) }; export { FresnelShader };