#version 330 core layout(location = 0) in vec3 position; // Position of the vertex layout(location = 1) in vec3 normal; // Normal of the vertex layout(location = 2) in vec3 texCoords; // Normal of the vertex uniform float depth = -1000.f; uniform float skyHeight = 500.f; uniform sampler2D normSamp; out vec3 normal_worldSpace; out vec3 pos; out vec3 newPos; out vec4 col; out float refractProb; vec4 refractToFloor(vec3 l, vec3 p, vec3 n, float d) { // Refracts incoming light direction l through normal n at point p until hits floor at depth d vec3 w_o = normalize(l); float cos_theta_i = dot(-w_o, n); 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) * n; float dist = p.z - d; float depthScale = dist / w_t.z; // vec3 groundContactPoint = -(w_t * depthScale) + p; vec3 groundContactPoint = (w_t * depthScale) + p; return vec4(groundContactPoint, 1.f - prob_to_refl); } else { return vec4(0, 0, 0, 0); } } void main() { normal_worldSpace = normal; pos = position; vec4 sampledNormal = texture(normSamp, vec2((pos + 1) / 2)); sampledNormal = (sampledNormal * 2.f) - 1.f; col = sampledNormal; vec4 newPosAndProb = refractToFloor(vec3(0, 0, 1), pos, normalize(vec3(sampledNormal)), 0.01f); newPos = vec3(newPosAndProb[0], newPosAndProb[1], 0.f); refractProb = newPosAndProb[3]; // newPos = pos; gl_Position = vec4(newPos, 1.f); }