第 8 课:Water Fresnel
实现
uniform float iTime;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
uniform mat4 inverseViewMatrix;
const float PI = 3.14;
const float frequency = 8.0;
const float amplitude = 0.025;
const float speed = -3.0;
const float maxDistance = 0.5;
const float refractiveIndex = 1.33;
const float distortionScale = 0.25;
in vec2 vUv;
in vec3 vPos;
out vec4 FragColor;
vec3 getViewPos() {
return (inverseViewMatrix * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
}
float getAmplitude(float distanceToOrigin) {
return amplitude * clamp((1.0 - distanceToOrigin / maxDistance), 0.0, 1.0);
}
vec2 getDistortion(vec2 pos, vec2 origin) {
float distanceToOrigin = distance(pos, origin);
float t = distanceToOrigin * 2.0 * PI * frequency + iTime * speed;
float distortion = sin(t) * getAmplitude(distanceToOrigin);
return vec2(distortion);
}
vec3 getNormal(vec2 pos, vec2 origin) {
float dist = distance(pos, origin);
float A = getAmplitude(dist);
float S = 2.0 * PI * frequency;
float T = iTime * speed;
float dfdx = A * cos(dist * S + T) * S * (pos.x - origin.x) / dist;
float dfdz = A * cos(dist * S + T) * S * (pos.y - origin.y) / dist;
return normalize(vec3(-dfdx, 1.0, -dfdz));
}
vec2 mirrorRepeat(vec2 coords) {
vec2 txy = fract(coords);
return mix(txy, 1.0 - txy, step(1.0, mod(coords.xy, 2.0)));
}
float Fresnel_1(float f0, vec3 view, vec3 normal, float C_pow){
return f0 + (1.0 - f0) * pow(1.0 - max(0.0, dot(-view, normal)), C_pow);
}
void main() {
vec2 uv = vUv;
vec3 viewPos = getViewPos();
vec2 w1 = vec2(0.3);
vec2 w2 = vec2(0.7);
vec3 normal = normalize(getNormal(uv, w1) + getNormal(uv, w2));
vec2 distortion = getDistortion(uv, vec2(0.3));
distortion += getDistortion(uv, vec2(0.7));
vec2 texCoords = uv + distortion;
vec3 reflectColor = texture(iChannel0, mirrorRepeat(texCoords)).rgb;
vec3 incident = normalize(vPos + vec3(0.0, distortion.x, 0.0) - viewPos);
float eta = 1.0 / refractiveIndex;
vec3 refractedRay = refract(incident, normal, eta);
vec2 offset = refractedRay.xy * distortionScale;
vec3 refractColor = texture(iChannel1, mirrorRepeat(uv + offset)).rgb;
refractColor *= vec3(0.6, 0.8, 1.0);
vec3 viewDir = incident;
float F = Fresnel_1(0.02, viewDir, normal, 1.0);
FragColor = vec4(mix(refractColor, reflectColor, F), 1.0);
}