328 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			328 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									Color,
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									Matrix4,
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									Mesh,
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									PerspectiveCamera,
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									Plane,
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									Quaternion,
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									ShaderMaterial,
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									UniformsUtils,
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									Vector3,
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									Vector4,
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									WebGLRenderTarget,
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									HalfFloatType
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								} from 'three';
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								class Refractor extends Mesh {
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									constructor( geometry, options = {} ) {
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										super( geometry );
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										this.isRefractor = true;
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										this.type = 'Refractor';
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										this.camera = new PerspectiveCamera();
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										const scope = this;
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										const color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0x7F7F7F );
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										const textureWidth = options.textureWidth || 512;
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										const textureHeight = options.textureHeight || 512;
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										const clipBias = options.clipBias || 0;
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										const shader = options.shader || Refractor.RefractorShader;
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										const multisample = ( options.multisample !== undefined ) ? options.multisample : 4;
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										//
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										const virtualCamera = this.camera;
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										virtualCamera.matrixAutoUpdate = false;
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										virtualCamera.userData.refractor = true;
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										//
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										const refractorPlane = new Plane();
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										const textureMatrix = new Matrix4();
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										// render target
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										const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, { samples: multisample, type: HalfFloatType } );
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										// material
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										this.material = new ShaderMaterial( {
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											name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
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											uniforms: UniformsUtils.clone( shader.uniforms ),
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											vertexShader: shader.vertexShader,
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											fragmentShader: shader.fragmentShader,
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											transparent: true // ensures, refractors are drawn from farthest to closest
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										} );
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										this.material.uniforms[ 'color' ].value = color;
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										this.material.uniforms[ 'tDiffuse' ].value = renderTarget.texture;
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										this.material.uniforms[ 'textureMatrix' ].value = textureMatrix;
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										// functions
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										const visible = ( function () {
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											const refractorWorldPosition = new Vector3();
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											const cameraWorldPosition = new Vector3();
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											const rotationMatrix = new Matrix4();
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											const view = new Vector3();
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											const normal = new Vector3();
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											return function visible( camera ) {
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												refractorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
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												cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
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												view.subVectors( refractorWorldPosition, cameraWorldPosition );
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												rotationMatrix.extractRotation( scope.matrixWorld );
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												normal.set( 0, 0, 1 );
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												normal.applyMatrix4( rotationMatrix );
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												return view.dot( normal ) < 0;
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											};
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										} )();
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										const updateRefractorPlane = ( function () {
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											const normal = new Vector3();
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											const position = new Vector3();
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											const quaternion = new Quaternion();
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											const scale = new Vector3();
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											return function updateRefractorPlane() {
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												scope.matrixWorld.decompose( position, quaternion, scale );
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												normal.set( 0, 0, 1 ).applyQuaternion( quaternion ).normalize();
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												// flip the normal because we want to cull everything above the plane
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												normal.negate();
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												refractorPlane.setFromNormalAndCoplanarPoint( normal, position );
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											};
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										} )();
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										const updateVirtualCamera = ( function () {
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											const clipPlane = new Plane();
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											const clipVector = new Vector4();
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											const q = new Vector4();
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											return function updateVirtualCamera( camera ) {
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												virtualCamera.matrixWorld.copy( camera.matrixWorld );
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												virtualCamera.matrixWorldInverse.copy( virtualCamera.matrixWorld ).invert();
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												virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
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												virtualCamera.far = camera.far; // used in WebGLBackground
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												// The following code creates an oblique view frustum for clipping.
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												// see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”.
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												// Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16
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												clipPlane.copy( refractorPlane );
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												clipPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
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												clipVector.set( clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant );
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												// calculate the clip-space corner point opposite the clipping plane and
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												// transform it into camera space by multiplying it by the inverse of the projection matrix
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												const projectionMatrix = virtualCamera.projectionMatrix;
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												q.x = ( Math.sign( clipVector.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
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												q.y = ( Math.sign( clipVector.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
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												q.z = - 1.0;
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												q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
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												// calculate the scaled plane vector
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												clipVector.multiplyScalar( 2.0 / clipVector.dot( q ) );
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												// replacing the third row of the projection matrix
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												projectionMatrix.elements[ 2 ] = clipVector.x;
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												projectionMatrix.elements[ 6 ] = clipVector.y;
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												projectionMatrix.elements[ 10 ] = clipVector.z + 1.0 - clipBias;
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												projectionMatrix.elements[ 14 ] = clipVector.w;
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											};
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										} )();
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										// This will update the texture matrix that is used for projective texture mapping in the shader.
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										// see: http://developer.download.nvidia.com/assets/gamedev/docs/projective_texture_mapping.pdf
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										function updateTextureMatrix( camera ) {
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											// this matrix does range mapping to [ 0, 1 ]
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											textureMatrix.set(
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												0.5, 0.0, 0.0, 0.5,
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												0.0, 0.5, 0.0, 0.5,
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												0.0, 0.0, 0.5, 0.5,
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												0.0, 0.0, 0.0, 1.0
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											);
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											// we use "Object Linear Texgen", so we need to multiply the texture matrix T
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											// (matrix above) with the projection and view matrix of the virtual camera
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											// and the model matrix of the refractor
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											textureMatrix.multiply( camera.projectionMatrix );
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											textureMatrix.multiply( camera.matrixWorldInverse );
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											textureMatrix.multiply( scope.matrixWorld );
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										}
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										//
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										function render( renderer, scene, camera ) {
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											scope.visible = false;
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											const currentRenderTarget = renderer.getRenderTarget();
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											const currentXrEnabled = renderer.xr.enabled;
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											const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
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											renderer.xr.enabled = false; // avoid camera modification
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											renderer.shadowMap.autoUpdate = false; // avoid re-computing shadows
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											renderer.setRenderTarget( renderTarget );
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											if ( renderer.autoClear === false ) renderer.clear();
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											renderer.render( scene, virtualCamera );
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											renderer.xr.enabled = currentXrEnabled;
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											renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
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											renderer.setRenderTarget( currentRenderTarget );
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											// restore viewport
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											const viewport = camera.viewport;
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											if ( viewport !== undefined ) {
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												renderer.state.viewport( viewport );
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											}
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											scope.visible = true;
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										}
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										//
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										this.onBeforeRender = function ( renderer, scene, camera ) {
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											// ensure refractors are rendered only once per frame
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											if ( camera.userData.refractor === true ) return;
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											// avoid rendering when the refractor is viewed from behind
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											if ( ! visible( camera ) === true ) return;
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											// update
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											updateRefractorPlane();
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											updateTextureMatrix( camera );
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											updateVirtualCamera( camera );
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											render( renderer, scene, camera );
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										};
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										this.getRenderTarget = function () {
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											return renderTarget;
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										};
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										this.dispose = function () {
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											renderTarget.dispose();
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											scope.material.dispose();
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										};
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									}
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								}
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								Refractor.RefractorShader = {
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									name: 'RefractorShader',
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									uniforms: {
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										'color': {
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											value: null
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										},
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| 
								 | 
							
										'tDiffuse': {
							 | 
						|||
| 
								 | 
							
											value: null
							 | 
						|||
| 
								 | 
							
										},
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
										'textureMatrix': {
							 | 
						|||
| 
								 | 
							
											value: null
							 | 
						|||
| 
								 | 
							
										}
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
									},
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
									vertexShader: /* glsl */`
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
										uniform mat4 textureMatrix;
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
										varying vec4 vUv;
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
										void main() {
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
											vUv = textureMatrix * vec4( position, 1.0 );
							 | 
						|||
| 
								 | 
							
											gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
										}`,
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
									fragmentShader: /* glsl */`
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
										uniform vec3 color;
							 | 
						|||
| 
								 | 
							
										uniform sampler2D tDiffuse;
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
										varying vec4 vUv;
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
										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() {
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
											vec4 base = texture2DProj( tDiffuse, vUv );
							 | 
						|||
| 
								 | 
							
											gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
											#include <tonemapping_fragment>
							 | 
						|||
| 
								 | 
							
											#include <colorspace_fragment>
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
										}`
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								};
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
								export { Refractor };
							 |