change bubble shaders
Before Width: | Height: | Size: 304 KiB After Width: | Height: | Size: 723 KiB |
Before Width: | Height: | Size: 251 KiB After Width: | Height: | Size: 274 KiB |
Before Width: | Height: | Size: 275 KiB After Width: | Height: | Size: 462 KiB |
Before Width: | Height: | Size: 288 KiB After Width: | Height: | Size: 588 KiB |
Before Width: | Height: | Size: 311 KiB After Width: | Height: | Size: 525 KiB |
Before Width: | Height: | Size: 346 KiB After Width: | Height: | Size: 338 KiB |
@ -1,17 +1,53 @@
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#version 330 core
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in vec3 fragPos;
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in vec3 v_refraction;
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in vec3 v_reflection;
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in float v_fresnel;
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in vec3 fragPos;
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in vec3 interpNormal;
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in vec3 TexCoords;
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uniform vec3 cameraPos;
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in vec3 incident;
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in float deep;
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uniform samplerCube skybox;
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uniform vec3 lightPos;
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uniform vec3 cameraPos;
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uniform vec3 lightColor;
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uniform vec3 objectColor;
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const float etaR = 1.14;
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const float etaG = 1.12;
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const float etaB = 1.10;
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const float F = ((1.0 - etaG) * (1.0 - etaG)) / ((1.0 + etaG) * (1.0 + etaG));
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void main()
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{
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vec3 n = normalize(interpNormal);
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vec3 l = normalize(lightPos-fragPos);
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vec3 e = normalize(cameraPos-fragPos);
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vec3 h = (e+l) / length(e+l);
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float ratio = 1.01/1.0;
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//
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vec3 i = incident;
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//float ratio = F + (1.0 - F) * pow(1.0 - dot(-i, n), 2);
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vec3 refractR = vec3(vec4(refract(i, n, etaR), 1.0));
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vec3 refractG = vec3(vec4(refract(i, n, etaG), 1.0));
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vec3 refractB = vec3(vec4(refract(i, n, etaB), 1.0));
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vec3 reflectDir = vec3(vec4(reflect(i, n), 1.0));
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vec3 I = normalize(fragPos - cameraPos);
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// vec3 R = refract(I, normalize(interpNormal),ratio);
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vec3 R = reflect(I, normalize(interpNormal));
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gl_FragColor = vec4(texture(skybox, R).rgb,1.0);
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vec4 refractionColor = texture( skybox, normalize( v_refraction ) );
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vec4 reflectionColor = texture( skybox, normalize( v_reflection ) );
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gl_FragColor = vec4(mix( refractionColor, reflectionColor, v_fresnel ).rgba);
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}
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@ -4,15 +4,42 @@ layout(location = 1) in vec3 vertexNormal;
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out vec3 interpNormal;
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out vec3 fragPos;
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out vec3 TexCoords;
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out vec3 incident;
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out float deep;
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out vec3 v_reflection;
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out vec3 v_refraction;
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out float v_fresnel;
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uniform mat4 modelMatrix;
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uniform mat4 modelViewProjectionMatrix;
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uniform vec3 viewPos;
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// Indices of refraction
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const float Air = 1.0;
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const float Glass = 4; //1.51714;//4
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// Air to glass ratio of the indices of refraction (Eta)
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const float Eta = Air / Glass;
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// see http://en.wikipedia.org/wiki/Refractive_index Reflectivity
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const float R0 = ((Air - Glass) * (Air - Glass)) / ((Air + Glass) * (Air + Glass));
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void main()
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{
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interpNormal = mat3(transpose(inverse(modelMatrix))) * vertexNormal;
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vec4 vertex = modelMatrix * vec4( vertexPosition, 1.0 );
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vec4 camera = vec4( viewPos, 1.0 );
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incident = normalize( vec3( vertex - camera ) );
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vec3 norm = mat3(transpose(inverse(modelMatrix))) * vertexNormal;
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v_refraction = refract( incident, norm, Eta );
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v_reflection = reflect( incident, norm );
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v_fresnel = R0 + (1.0 - R0) * pow( (1.0 - dot( -incident, vertexNormal ) ), 5.0);
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interpNormal = vertexNormal;
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fragPos = vec3(modelMatrix * vec4(vertexPosition, 1.0));
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gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0);
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TexCoords = fragPos;
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deep = vertexPosition.y;
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}
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@ -379,7 +379,7 @@ void renderScene()
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glm::mat4 bubbleInitialTransformation = glm::translate(glm::vec3(0, -0.5, -0.4)) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.5f));
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//drawObjectTexture(bubbleContext, bubbleInitialTransformation, textureBubble, cubeProgram);
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drawObjectTexture(bubbleContext, bubbleInitialTransformation, cubemapTexture, cubeProgram);
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glm::vec3 change1 = glm::vec3(0, 3, 0);
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