16 lines
334 B
GLSL
16 lines
334 B
GLSL
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#version 410 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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void main()
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{
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float ratio = 1.00 / 1.52;
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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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