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-rwxr-xr-xresources/shaders/shader.frag15
-rwxr-xr-xresources/shaders/shader.vert16
2 files changed, 23 insertions, 8 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);
}
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);
}