change bubble.frag to reflective
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33a09475d2
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78dbab04f5
@ -1,17 +1,17 @@
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#version 330 core
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#version 330 core
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uniform sampler2D textureSampler;
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in vec3 fragPos;
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in vec3 fragPos;
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in vec3 interpNormal;
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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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uniform vec3 cameraPos;
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uniform samplerCube skybox;
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uniform samplerCube skybox;
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void main()
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void main()
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{
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{
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float ratio = 1.00 / 1.52;
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float ratio = 1.01/1.0;
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vec3 I = normalize(fragPos - cameraPos);
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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 = refract(I, normalize(interpNormal),ratio);
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gl_FragColor = vec4(texture(textureSampler, R).rgb, 1.0);
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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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}
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}
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@ -4,6 +4,7 @@ layout(location = 1) in vec3 vertexNormal;
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out vec3 interpNormal;
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out vec3 interpNormal;
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out vec3 fragPos;
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out vec3 fragPos;
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out vec3 TexCoords;
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uniform mat4 modelMatrix;
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uniform mat4 modelMatrix;
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uniform mat4 modelViewProjectionMatrix;
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uniform mat4 modelViewProjectionMatrix;
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@ -13,4 +14,5 @@ void main()
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interpNormal = mat3(transpose(inverse(modelMatrix))) * vertexNormal;
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interpNormal = mat3(transpose(inverse(modelMatrix))) * vertexNormal;
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fragPos = vec3(modelMatrix * vec4(vertexPosition, 1.0));
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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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gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0);
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TexCoords = fragPos;
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}
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}
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@ -10,6 +10,7 @@ in vec3 fragPos;
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in vec3 interpNormal;
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in vec3 interpNormal;
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in vec2 interpTexCoord;
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in vec2 interpTexCoord;
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void main()
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void main()
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{
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{
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vec3 lightDir = normalize(lightPos-fragPos);
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vec3 lightDir = normalize(lightPos-fragPos);
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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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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, textureBubble, cubeProgram);
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glm::vec3 change1 = glm::vec3(0, 3, 0);
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glm::vec3 change1 = glm::vec3(0, 3, 0);
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@ -396,7 +396,7 @@ 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, 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, 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(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(0.01f), 0.2f), GL_TEXTURE_CUBE_MAP, skyboxProgram);
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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, 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, change7, bubbleKeyPoints, glm::vec3(0.01f), 0.2f), GL_TEXTURE_CUBE_MAP, skyboxProgram);
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time -= 6;
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time -= 6;
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