/** * @author Mugen87 / https://github.com/Mugen87 * */ var WaterRefractionShader = { uniforms: { "color": { value: null }, "time": { value: 0 }, "tDiffuse": { value: null }, "tDudv": { value: null }, "textureMatrix": { value: null } }, vertexShader: [ "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 );", "}" ].join( "\n" ), fragmentShader: [ "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 = 0.1;", " 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 );", "}" ].join( "\n" ) }; export { WaterRefractionShader };