create bubbles with good rotation
Before Width: | Height: | Size: 723 KiB After Width: | Height: | Size: 304 KiB |
Before Width: | Height: | Size: 274 KiB After Width: | Height: | Size: 251 KiB |
Before Width: | Height: | Size: 462 KiB After Width: | Height: | Size: 275 KiB |
Before Width: | Height: | Size: 588 KiB After Width: | Height: | Size: 288 KiB |
Before Width: | Height: | Size: 525 KiB After Width: | Height: | Size: 311 KiB |
Before Width: | Height: | Size: 338 KiB After Width: | Height: | Size: 346 KiB |
@ -3,11 +3,24 @@
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in vec3 fragPos;
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in vec3 interpNormal;
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in float v_fresnel;
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uniform vec3 cameraPos;
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uniform samplerCube skybox;
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in vec3 incident;
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uniform samplerCube bubble;
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layout (binding = 0) uniform samplerCube tex_map;
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void main()
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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 R = refract(I, normalize(interpNormal), ratio);
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vec3 r = reflect(normalize(-fragPos), normalize(interpNormal));
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gl_FragColor = texture(tex_map, r);
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vec4 reflectionColor = texture( tex_map, r );
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vec4 refractionColor = texture( tex_map, R );
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gl_FragColor = vec4(mix( reflectionColor,refractionColor,0 ).rgba);
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}
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@ -5,12 +5,33 @@ 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 v_fresnel;
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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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uniform mat4 modelMatrix;
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uniform mat4 modelViewProjectionMatrix;
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layout (binding = 0) uniform samplerCube tex_map;
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void main()
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{
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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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v_fresnel = R0 + (1.0 - R0) * pow( (1.0 - dot( -incident, vertexNormal ) ), 5.0);
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interpNormal = mat3(transpose(inverse(modelMatrix))) * vertexNormal;
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fragPos = (modelMatrix * vec4(vertexPosition, 1.0)).xyz;
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gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0);
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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, cubemapTexture, 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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@ -396,9 +396,9 @@ void renderScene()
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drawObjectTexture(fishContext, animationMatrix(time + 15, change2, fishKeyPoints, glm::vec3(0.25f), 1.f), textureFish, programTexture);
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drawObjectTexture(fishContext, animationMatrix(time + 15, change3, fishKeyPoints, glm::vec3(0.25f), 1.f), textureFish, programTexture);
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drawObjectTexture(fishContext, animationMatrix(time + 15, change4, fishKeyPoints, glm::vec3(0.25f), 1.f), textureFish, programTexture);
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drawObjectTexture(bubbleContext, animationMatrix(time + 15, change5, bubbleKeyPoints, glm::vec3(0.1f), 0.2f), cubemapTexture, cubeProgram);
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//drawObjectTexture(bubbleContext, animationMatrix(time + 15, change6, bubbleKeyPoints, glm::vec3(0.01f), 0.2f), GL_TEXTURE_CUBE_MAP, skyboxProgram);
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//drawObjectTexture(bubbleContext, animationMatrix(time + 15, change7, bubbleKeyPoints, glm::vec3(0.01f), 0.2f), GL_TEXTURE_CUBE_MAP, skyboxProgram);
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drawObjectTexture(bubbleContext, animationMatrix(time + 15, change5, bubbleKeyPoints, glm::vec3(0.01f), 0.2f), cubemapTexture, cubeProgram);
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drawObjectTexture(bubbleContext, animationMatrix(time + 15, change6, bubbleKeyPoints, glm::vec3(0.01f), 0.2f), cubemapTexture, cubeProgram);
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drawObjectTexture(bubbleContext, animationMatrix(time + 15, change7, bubbleKeyPoints, glm::vec3(0.01f), 0.2f), cubemapTexture, cubeProgram);
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time -= 6;
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}
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}
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