38 lines
910 B
GLSL
38 lines
910 B
GLSL
#version 460 core
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out vec4 FragColor;
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in vec3 Normal;
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in vec3 Position;
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uniform vec3 cameraPos;
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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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vec4 albeno = texture( texture_diffuse1, TexCoords) ;
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// Reflective shading
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vec3 I = normalize(Position - cameraPos);
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vec3 R = reflect(I, normalize(Normal));
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vec4 reflections = vec4(texture(skybox,R).rgb, 1.0);
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// Refractive shading
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float ratio = air_ri/Ice_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 * 1.0) + (reflections.rgb * 0.0), 1.0);
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} |