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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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88 lines
1.7 KiB
88 lines
1.7 KiB
( function () { |
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const WaterRefractionShader = { |
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uniforms: { |
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'color': { |
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value: null |
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}, |
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'time': { |
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value: 0 |
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}, |
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'tDiffuse': { |
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value: null |
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}, |
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'tDudv': { |
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value: null |
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}, |
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'textureMatrix': { |
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value: null |
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} |
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}, |
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vertexShader: |
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/* glsl */ |
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` |
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uniform mat4 textureMatrix; |
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varying vec2 vUv; |
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varying vec4 vUvRefraction; |
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void main() { |
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vUv = uv; |
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vUvRefraction = textureMatrix * vec4( position, 1.0 ); |
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); |
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}`, |
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fragmentShader: |
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/* glsl */ |
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` |
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uniform vec3 color; |
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uniform float time; |
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uniform sampler2D tDiffuse; |
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uniform sampler2D tDudv; |
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varying vec2 vUv; |
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varying vec4 vUvRefraction; |
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float blendOverlay( float base, float blend ) { |
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return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) ); |
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} |
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vec3 blendOverlay( vec3 base, vec3 blend ) { |
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return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) ); |
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} |
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void main() { |
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float waveStrength = 0.5; |
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float waveSpeed = 0.03; |
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// simple distortion (ripple) via dudv map (see https://www.youtube.com/watch?v=6B7IF6GOu7s) |
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vec2 distortedUv = texture2D( tDudv, vec2( vUv.x + time * waveSpeed, vUv.y ) ).rg * waveStrength; |
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distortedUv = vUv.xy + vec2( distortedUv.x, distortedUv.y + time * waveSpeed ); |
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vec2 distortion = ( texture2D( tDudv, distortedUv ).rg * 2.0 - 1.0 ) * waveStrength; |
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// new uv coords |
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vec4 uv = vec4( vUvRefraction ); |
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uv.xy += distortion; |
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vec4 base = texture2DProj( tDiffuse, uv ); |
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gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 ); |
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}` |
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}; |
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THREE.WaterRefractionShader = WaterRefractionShader; |
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} )();
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