2022-01-02 01:26:44 +01:00
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#version 430 compatibility
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2021-12-30 12:14:47 +01:00
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2022-01-02 00:03:53 +01:00
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2022-01-02 01:26:44 +01:00
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in vec3 fragPos;
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in vec3 interpNormal;
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2022-01-02 00:03:53 +01:00
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uniform vec3 cameraPos;
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uniform samplerCube bubble;
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2022-01-02 01:26:44 +01:00
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layout (binding = 0) uniform samplerCube tex_map;
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void main()
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2022-01-01 12:35:51 +01:00
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{
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float ratio = 1.33 / 1.00;
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vec3 I = normalize(fragPos - cameraPos);
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vec3 Refract = refract(I, normalize(interpNormal), ratio);
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vec3 Reflect = reflect(I, normalize(interpNormal));
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vec3 flip = reflect(normalize(-fragPos), normalize(interpNormal));
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vec4 flipColor = texture( tex_map, flip );
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vec4 refractionColor = texture(tex_map, Refract);
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vec4 reflectionColor = texture(tex_map, Reflect);
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//vec4 color = vec4(mix(flipColor,reflectionColor,0).rgb,1.0);
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2022-01-08 22:34:09 +01:00
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gl_FragColor = vec4(mix( flipColor,refractionColor,0).rgb,0.5);
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2021-12-30 12:14:47 +01:00
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}
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