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fix(MeshRefractionMaterial): use color chunks, support opacity prop #2020

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Jul 7, 2024
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55 changes: 25 additions & 30 deletions src/materials/MeshRefractionMaterial.tsx
Original file line number Diff line number Diff line change
Expand Up @@ -20,22 +20,23 @@ export const MeshRefractionMaterial = /* @__PURE__ */ shaderMaterial(
fresnel: 0,
bvh: /* @__PURE__ */ new MeshBVHUniformStruct(),
color: /* @__PURE__ */ new THREE.Color('white'),
opacity: 1,
resolution: /* @__PURE__ */ new THREE.Vector2(),
viewMatrixInverse: /* @__PURE__ */ new THREE.Matrix4(),
projectionMatrixInverse: /* @__PURE__ */ new THREE.Matrix4(),
},
/*glsl*/ `
uniform mat4 viewMatrixInverse;

varying vec3 vWorldPosition;
varying vec3 vWorldPosition;
varying vec3 vNormal;
varying mat4 vModelMatrixInverse;

#ifdef USE_INSTANCING_COLOR
varying vec3 vInstanceColor;
#endif
#include <color_pars_vertex>

void main() {
#include <color_vertex>

void main() {
vec4 transformedNormal = vec4(normal, 0.0);
vec4 transformedPosition = vec4(position, 1.0);
#ifdef USE_INSTANCING
Expand All @@ -49,10 +50,6 @@ export const MeshRefractionMaterial = /* @__PURE__ */ shaderMaterial(
vModelMatrixInverse = inverse(modelMatrix);
#endif

#ifdef USE_INSTANCING_COLOR
vInstanceColor = instanceColor.rgb;
#endif

vWorldPosition = (modelMatrix * transformedPosition).xyz;
vNormal = normalize((viewMatrixInverse * vec4(normalMatrix * transformedNormal.xyz, 0.0)).xyz);
gl_Position = projectionMatrix * viewMatrix * modelMatrix * transformedPosition;
Expand All @@ -65,16 +62,14 @@ export const MeshRefractionMaterial = /* @__PURE__ */ shaderMaterial(
varying vec3 vNormal;
varying mat4 vModelMatrixInverse;

#ifdef USE_INSTANCING_COLOR
varying vec3 vInstanceColor;
#endif

#include <color_pars_fragment>

#ifdef ENVMAP_TYPE_CUBEM
uniform samplerCube envMap;
#else
uniform sampler2D envMap;
#endif

uniform float bounces;
${shaderStructs}
${shaderIntersectFunction}
Expand All @@ -88,11 +83,12 @@ export const MeshRefractionMaterial = /* @__PURE__ */ shaderMaterial(
uniform mat4 viewMatrixInverse;
uniform float aberrationStrength;
uniform vec3 color;

uniform float opacity;

float fresnelFunc(vec3 viewDirection, vec3 worldNormal) {
return pow( 1.0 + dot( viewDirection, worldNormal), 10.0 );
}

vec3 totalInternalReflection(vec3 ro, vec3 rd, vec3 normal, float ior, mat4 modelMatrixInverse) {
vec3 rayOrigin = ro;
vec3 rayDirection = rd;
Expand All @@ -107,7 +103,7 @@ export const MeshRefractionMaterial = /* @__PURE__ */ shaderMaterial(
float side = 1.0;
float dist = 0.0;
bvhIntersectFirstHit( bvh, rayOrigin, rayDirection, faceIndices, faceNormal, barycoord, side, dist );
vec3 hitPos = rayOrigin + rayDirection * max(dist - 0.001, 0.0);
vec3 hitPos = rayOrigin + rayDirection * max(dist - 0.001, 0.0);
vec3 tempDir = refract(rayDirection, faceNormal, ior);
if (length(tempDir) != 0.0) {
rayDirection = tempDir;
Expand All @@ -119,10 +115,10 @@ export const MeshRefractionMaterial = /* @__PURE__ */ shaderMaterial(
rayDirection = normalize((modelMatrix * vec4(rayDirection, 0.0)).xyz);
return rayDirection;
}

#include <common>
#include <cube_uv_reflection_fragment>

#ifdef ENVMAP_TYPE_CUBEM
vec4 textureGradient(samplerCube envMap, vec3 rayDirection, vec3 directionCamPerfect) {
return textureGrad(envMap, rayDirection, dFdx(correctMips ? directionCamPerfect: rayDirection), dFdy(correctMips ? directionCamPerfect: rayDirection));
Expand All @@ -134,7 +130,7 @@ export const MeshRefractionMaterial = /* @__PURE__ */ shaderMaterial(
return textureGrad(envMap, uvv, dFdx(correctMips ? smoothUv : uvv), dFdy(correctMips ? smoothUv : uvv));
}
#endif

void main() {
vec2 uv = gl_FragCoord.xy / resolution;
vec3 directionCamPerfect = (projectionMatrixInverse * vec4(uv * 2.0 - 1.0, 0.0, 1.0)).xyz;
Expand All @@ -143,10 +139,13 @@ export const MeshRefractionMaterial = /* @__PURE__ */ shaderMaterial(
vec3 normal = vNormal;
vec3 rayOrigin = cameraPosition;
vec3 rayDirection = normalize(vWorldPosition - cameraPosition);
vec3 finalColor;

vec4 diffuseColor = vec4(color, opacity);
#include <color_fragment>

#ifdef CHROMATIC_ABERRATIONS
vec3 rayDirectionG = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior, 1.0), vModelMatrixInverse);
#ifdef FAST_CHROMA
#ifdef FAST_CHROMA
vec3 rayDirectionR = normalize(rayDirectionG + 1.0 * vec3(aberrationStrength / 2.0));
vec3 rayDirectionB = normalize(rayDirectionG - 1.0 * vec3(aberrationStrength / 2.0));
#else
Expand All @@ -156,20 +155,16 @@ export const MeshRefractionMaterial = /* @__PURE__ */ shaderMaterial(
float finalColorR = textureGradient(envMap, rayDirectionR, directionCamPerfect).r;
float finalColorG = textureGradient(envMap, rayDirectionG, directionCamPerfect).g;
float finalColorB = textureGradient(envMap, rayDirectionB, directionCamPerfect).b;
finalColor = vec3(finalColorR, finalColorG, finalColorB);
diffuseColor.rgb *= vec3(finalColorR, finalColorG, finalColorB);
#else
rayDirection = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior, 1.0), vModelMatrixInverse);
finalColor = textureGradient(envMap, rayDirection, directionCamPerfect).rgb;
#endif

finalColor *= color;
#ifdef USE_INSTANCING_COLOR
finalColor *= vInstanceColor;
diffuseColor.rgb *= textureGradient(envMap, rayDirection, directionCamPerfect).rgb;
#endif

vec3 viewDirection = normalize(vWorldPosition - cameraPosition);
float nFresnel = fresnelFunc(viewDirection, normal) * fresnel;
gl_FragColor = vec4(mix(finalColor, vec3(1.0), nFresnel), 1.0);
gl_FragColor = vec4(mix(diffuseColor.rgb, vec3(1.0), nFresnel), diffuseColor.a);

#include <tonemapping_fragment>
#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>
}`
Expand Down