diff options
Diffstat (limited to 'source/shaders')
| -rw-r--r-- | source/shaders/refr.fs.glsl | 15 | ||||
| -rw-r--r-- | source/shaders/refr.vs.glsl | 20 | 
2 files changed, 35 insertions, 0 deletions
diff --git a/source/shaders/refr.fs.glsl b/source/shaders/refr.fs.glsl new file mode 100644 index 0000000..6747ded --- /dev/null +++ b/source/shaders/refr.fs.glsl @@ -0,0 +1,15 @@ +#version 330 core + +in vec3 Normal; +in vec3 Position; + +uniform samplerCube skybox; +uniform vec3 cameraPos; +out vec4 FragColor; + +void main() { +  float refr_ratio = 1.0/1.52; +  vec3 I = normalize(Position - cameraPos); +  vec3 R = refract(I, normalize(Normal), refr_ratio);  +  FragColor = vec4(texture(skybox, R).rgb, 1.0); +}; diff --git a/source/shaders/refr.vs.glsl b/source/shaders/refr.vs.glsl new file mode 100644 index 0000000..0554f0a --- /dev/null +++ b/source/shaders/refr.vs.glsl @@ -0,0 +1,20 @@ +#version 330 core +layout(location=0) in vec3 aPos; +layout(location=1) in vec3 aNormal; + +uniform mat4 View; +uniform mat4 Model; +uniform mat4 Projection; + +out vec3 Normal; +out vec3 Position; + +void main() { +  // @note: This is the calculation for getting the normal vector +  // one that is unaffected by non-uniform scaling that is. +  // look at the lighting chapter in learnopengl.com to understand this more +  Normal = mat3(transpose(inverse(Model))) * aNormal; +  Position = vec3(Model * vec4(aPos, 1.0)); +  gl_Position = Projection * View * Model * vec4(aPos, 1.0); +}; +  | 
