#version 430 compatibility in vec3 fragPos; in vec3 interpNormal; in float v_fresnel; uniform vec3 cameraPos; in vec3 incident; uniform samplerCube bubble; layout (binding = 0) uniform samplerCube tex_map; void main() { float ratio = 1.33 / 1.00; vec3 I = normalize(fragPos - cameraPos); vec3 Refract = refract(I, normalize(interpNormal), ratio); vec3 R = reflect(I, normalize(interpNormal)); vec3 flip = reflect(normalize(-fragPos), normalize(interpNormal)); vec4 flipColor = texture( tex_map, flip ); vec4 refractionColor = texture( tex_map, Refract ); vec4 reflectionColor = texture( tex_map, R ); //vec4 color = vec4(mix(flipColor,reflectionColor,0).rgb,1.0); gl_FragColor = vec4(mix( flipColor,refractionColor,0).rgb,1.0); }