learnopengl/shaders/refractive_frag.glsl

20 lines
432 B
GLSL

#version 330 core
#define AIR_IOR 1.0
#define GLASS_IOR 1.52
in vec3 vert_normal;
in vec3 frag_position;
uniform vec3 camera_position;
uniform samplerCube cubemap;
out vec4 color;
void main() {
vec3 view_direction = normalize(frag_position - camera_position);
vec3 refract_direction = refract(view_direction, normalize(vert_normal), AIR_IOR / GLASS_IOR);
color = vec4(texture(cubemap, refract_direction).rgb, 1.0);
}