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authorSebastian Park <SebPark03@gmail.com>2024-04-17 11:17:35 -0400
committerSebastian Park <SebPark03@gmail.com>2024-04-17 11:17:35 -0400
commit1d5c17db40e6bddf88c718d498eabbff0efbf4dd (patch)
tree4a7ceb2f5295e3195a46beff96f4ad2172f81cf0 /resources/shaders/shader.vert
parent8d7dc367a3261e3043d87535a61c630a7faca0d8 (diff)
Refraction stuff. Also refractor shading equation.
Diffstat (limited to 'resources/shaders/shader.vert')
-rwxr-xr-xresources/shaders/shader.vert16
1 files changed, 11 insertions, 5 deletions
diff --git a/resources/shaders/shader.vert b/resources/shaders/shader.vert
index 90ebdf8..bc6cb2e 100755
--- a/resources/shaders/shader.vert
+++ b/resources/shaders/shader.vert
@@ -17,16 +17,20 @@ out vec3 normal_worldSpace;
out vec3 camera_worldSpace;
out vec3 pos;
out vec3 refrPos;
+out float refrProb;
out vec2 uv;
-vec3 getRefrPos() {
- float depth = -1.f;
+vec4 getRefrPos() {
+ float depth = -1.f; // TODO: Pass as uniform
vec3 w_o = pos - camera_worldSpace;
float cos_theta_i = dot(-w_o, normal_worldSpace);
float n_i = 1;
float n_t = 1.33f;
float determinant = 1.f - (pow((n_i / n_t), 2.f) * (1.f - pow(cos_theta_i, 2.f)));
+ float r0 = pow((n_i - n_t) / (n_i + n_t), 2.f); // variable required to calculate probability of reflection
+ float prob_to_refl = r0 + ((1 - r0) * pow((1 - cos_theta_i), 5.f));
+
if (determinant >= 0) {
float cos_theta_t = sqrt(determinant);
vec3 w_t = (n_i / n_t) * w_o + ((n_i / n_t) * cos_theta_i - cos_theta_t) * normal_worldSpace;
@@ -36,12 +40,12 @@ vec3 getRefrPos() {
float dist = position.y - depth;
float depthScale = dist / w_t.y;
vec3 groundContactPoint = -(w_t * depthScale) + position;
- return groundContactPoint;
+ return vec4(groundContactPoint, 1.f - prob_to_refl);
} else {
// Eigen::Vector3f w_i = w_o - 2 * w_o.dot(intersectNormal) * incidenceNormal;
// Ray reflectedRay(i.hit, w_i);
// L += traceRay(reflectedRay, scene, true, current_ior, false) / threshold;
- return vec3(0, 0, 0);
+ return vec4(0, 0, 0, 0);
}
}
@@ -62,7 +66,9 @@ void main() {
groundContactPoint = vec3(model * vec4(position, 1));
uv = vec2((position.x + 81.f) / (162.f), groundContactPoint.z);
// uv = vec2(normal);
- refrPos = getRefrPos();
+ vec4 refrPos_and_prob = getRefrPos();
+ refrPos = vec3(refrPos_and_prob);
+ refrProb = clamp(refrPos_and_prob.w, 0.f, 1.f);
gl_Position = proj * view * model * vec4(position, 1);
}