LearnOpenGL/Shaders/shader.fs

38 lines
910 B
GLSL

#version 460 core
out vec4 FragColor;
in vec3 Normal;
in vec3 Position;
uniform vec3 cameraPos;
uniform samplerCube skybox;
in vec2 TexCoords;
uniform sampler2D texture_diffuse1;
const float air_ri = 1.00;
const float water_ri = 1.33;
const float Ice_ri = 1.309;
const float glass_ri = 1.52;
const float diamond_ri = 2.42;
void main()
{
// Regular shading
vec4 albeno = texture( texture_diffuse1, TexCoords) ;
// Reflective shading
vec3 I = normalize(Position - cameraPos);
vec3 R = reflect(I, normalize(Normal));
vec4 reflections = vec4(texture(skybox,R).rgb, 1.0);
// Refractive shading
float ratio = air_ri/Ice_ri;
vec3 I2 = normalize(Position-cameraPos);
vec3 R2 = refract(I2, normalize(Normal), ratio);
vec4 refractions = vec4(texture(skybox, R2).rgb, 1.0);
FragColor = vec4(albeno.rgb + (refractions.rgb * 1.0) + (reflections.rgb * 0.0), 1.0);
}