37 lines
1.1 KiB
GLSL
37 lines
1.1 KiB
GLSL
#version 430 compatibility
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in vec3 fragPos;
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in vec3 interpNormal;
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uniform vec3 cameraPos;
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uniform samplerCube bubble;
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uniform vec3 lightPos;
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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 Refract = refract(I, normalize(interpNormal), ratio);
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vec3 Reflect = reflect(I, normalize(interpNormal));
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vec3 flip = reflect(normalize(-fragPos), normalize(interpNormal));
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vec4 flipColor = texture( tex_map, flip );
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vec4 refractionColor = texture(tex_map, Refract);
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vec4 reflectionColor = texture(tex_map, Reflect);
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//vec4 color = vec4(mix(flipColor,reflectionColor,0).rgb,1.0);
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vec4 envColor = vec4(mix( flipColor,refractionColor,0).rgb,0.5);
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vec3 lightDir = normalize(lightPos-fragPos);
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vec3 V = normalize(cameraPos-fragPos);
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vec3 normal = normalize(interpNormal);
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float diffuse = max(0,dot(normal,normalize(lightDir)));
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vec3 R = reflect(-normalize(lightDir),normal);
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float ambient = 0.5;
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float specular = pow(max(0,dot(R,V)),10);
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gl_FragColor = (envColor*(ambient + (1-ambient)*diffuse)+vec4(1)*specular*0.2);
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} |