learnopengl/shaders/refractive_frag.glsl

28 lines
544 B
GLSL

#version 330 core
#define AIR_IOR 1.0
#define GLASS_IOR 1.52
in VS_OUT {
vec3 vert_normal;
vec3 frag_position;
vec2 uv_coords;
} fs_in;
uniform samplerCube cubemap;
layout (std140) uniform Common {
mat4 projection;
mat4 view;
vec3 camera_position;
};
out vec4 color;
void main() {
vec3 view_direction = normalize(fs_in.frag_position - camera_position);
vec3 refract_direction = refract(view_direction, normalize(fs_in.vert_normal), AIR_IOR / GLASS_IOR);
color = vec4(texture(cubemap, refract_direction).rgb, 1.0);
}