/usr/share/javascript/three/examples/js/shaders/FresnelShader.js is in libjs-three 80+dfsg2-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 | /**
* @author alteredq / http://alteredqualia.com/
*
* Based on Nvidia Cg tutorial
*/
THREE.FresnelShader = {
uniforms: {
"mRefractionRatio": { value: 1.02 },
"mFresnelBias": { value: 0.1 },
"mFresnelPower": { value: 2.0 },
"mFresnelScale": { value: 1.0 },
"tCube": { value: null }
},
vertexShader: [
"uniform float mRefractionRatio;",
"uniform float mFresnelBias;",
"uniform float mFresnelScale;",
"uniform float mFresnelPower;",
"varying vec3 vReflect;",
"varying vec3 vRefract[3];",
"varying float vReflectionFactor;",
"void main() {",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
"vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
"vec3 I = worldPosition.xyz - cameraPosition;",
"vReflect = reflect( I, worldNormal );",
"vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );",
"vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );",
"vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );",
"vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );",
"gl_Position = projectionMatrix * mvPosition;",
"}"
].join( "\n" ),
fragmentShader: [
"uniform samplerCube tCube;",
"varying vec3 vReflect;",
"varying vec3 vRefract[3];",
"varying float vReflectionFactor;",
"void main() {",
"vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
"vec4 refractedColor = vec4( 1.0 );",
"refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;",
"refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;",
"refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;",
"gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );",
"}"
].join( "\n" )
};
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