diff options
author | Sebastian Park <SebPark03@gmail.com> | 2024-04-17 11:17:35 -0400 |
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committer | Sebastian Park <SebPark03@gmail.com> | 2024-04-17 11:17:35 -0400 |
commit | 1d5c17db40e6bddf88c718d498eabbff0efbf4dd (patch) | |
tree | 4a7ceb2f5295e3195a46beff96f4ad2172f81cf0 /resources/shaders/shader.frag | |
parent | 8d7dc367a3261e3043d87535a61c630a7faca0d8 (diff) |
Refraction stuff. Also refractor shading equation.
Diffstat (limited to 'resources/shaders/shader.frag')
-rwxr-xr-x | resources/shaders/shader.frag | 15 |
1 files changed, 12 insertions, 3 deletions
diff --git a/resources/shaders/shader.frag b/resources/shaders/shader.frag index 66a36d0..9668ecb 100755 --- a/resources/shaders/shader.frag +++ b/resources/shaders/shader.frag @@ -6,6 +6,7 @@ in vec3 camera_worldSpace; in vec3 normal_worldSpace; in vec3 pos; in vec3 refrPos; +in float refrProb; in vec2 uv; uniform int wire = 0; @@ -42,8 +43,16 @@ void main() { // fragColor = vec4((pos - vec3(widthBounds[0], 0, lengthBounds[0])) / 5.f, 1.f); // fragColor = vec4(fragColor.x, 0.f, fragColor.z, 1.f); // fragColor = vec4(test, test, test, 1.f); - fragColor = vec4(vec3(uvFromWorldPoint(refrPos), 0.f), 1.f); - -// fragColor = clamp(0.5f * vec4(red * d, green * d, blue * d, 0.5f) + 0.5f * vec4(1, 1, 1, 1) * spec, 0, 1); + vec2 refrUV = uvFromWorldPoint(refrPos); + vec4 transmissive = vec4(vec3(refrUV, 1.f - refrUV.y), 1.f); + fragColor = 0.25f * vec4(red * d, green * d, blue * d, 1.0f); // Diffuse + fragColor += 0.75f * vec4(1, 1, 1, 1) * pow(spec, 10.f); // Specular TODO: Pass multiplications as uniforms. + fragColor = clamp(fragColor, 0.f, 1.f); // Clamp + fragColor *= (1 - (refrProb / 1.f)); + fragColor += (refrProb / 1.5f) * transmissive; + fragColor = vec4(vec3(fragColor), 1.5f); + // Dividing refrProb by 2 just for heuristic. Want more phong to show through. +// fragColor = clamp(fragColor, 0.f, 1.f); +// fragColor = vec4(refrProb, 0.f, 0.f, 1.f); } |