refraction shading
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6667d75455
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94428d43c9
23
shader.fs
23
shader.fs
@ -10,10 +10,31 @@ uniform samplerCube skybox;
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in vec2 TexCoords;
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uniform sampler2D texture_diffuse1;
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const float air_ri = 1.00;
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const float water_ri = 1.33;
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const float Ice_ri = 1.309;
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const float glass_ri = 1.52;
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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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// 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); // texture( texture_diffuse1, TexCoords) ;
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FragColor = vec4(texture(skybox,R).rgb, 1.0);
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*/
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// Refractive shading
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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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