albedo with refractions and reflactions of the cubemap
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4f4eb2f496
commit
71c942d88e
18
shader.fs
18
shader.fs
@ -19,24 +19,20 @@ const float diamond_ri = 2.42;
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void main()
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{
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// Regular shading
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FragColor = texture( texture_diffuse1, TexCoords) ;
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vec4 albeno = texture( texture_diffuse1, TexCoords) ;
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// Reflective shading
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/*
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vec3 I = normalize(Position - cameraPos);
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vec3 R = reflect(I, normalize(Normal));
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FragColor = vec4(texture(skybox,R).rgb, 1.0);
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*/
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vec4 reflections = vec4(texture(skybox,R).rgb, 1.0);
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// Refractive shading
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/*
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float ratio = air_ri/water_ri;
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vec3 I = normalize(Position-cameraPos);
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vec3 R = refract(I, normalize(Normal), ratio);
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FragColor = vec4(texture(skybox, R).rgb, 1.0);
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*/
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float ratio = air_ri/diamond_ri;
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vec3 I2 = normalize(Position-cameraPos);
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vec3 R2 = refract(I2, normalize(Normal), ratio);
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vec4 refractions = vec4(texture(skybox, R2).rgb, 1.0);
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FragColor = vec4(albeno.rgb + (refractions.rgb * 0.5) + (reflections.rgb * 0.8), 1.0);
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}
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@ -10,7 +10,9 @@ Cubemap::~Cubemap(){
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}
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void Cubemap::Bind(){
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glBindTexture(GL_TEXTURE_CUBE_MAP, id);
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};
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void Cubemap::Unbind(){
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@ -188,13 +188,18 @@ void Skybox_pass (GLuint& SkyboxVAO, Shader& skyboxShader, Cubemap& skycubemap)
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void drawScene_pass(Shader& shader, Model& Object, Cubemap& skybox)
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{
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shader.use();
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shader.setVec3("cameraPos", camera.Position);
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glActiveTexture(GL_TEXTURE11);
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skybox.Bind();
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glActiveTexture(GL_TEXTURE0);
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shader.setMat4("model", model);
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shader.setMat4("view", view);
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shader.setMat4("projection", projection);
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shader.setInt("skybox",11);
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Object.Draw(shader);
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}
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