GRK-Projekt/grafika_projekt/shaders/bubble.frag
2022-01-12 13:28:22 +01:00

37 lines
1.1 KiB
GLSL

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