diff options
author | Sebastian Park <SebPark03@gmail.com> | 2024-04-17 11:17:35 -0400 |
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committer | Sebastian Park <SebPark03@gmail.com> | 2024-04-17 11:17:35 -0400 |
commit | 1d5c17db40e6bddf88c718d498eabbff0efbf4dd (patch) | |
tree | 4a7ceb2f5295e3195a46beff96f4ad2172f81cf0 | |
parent | 8d7dc367a3261e3043d87535a61c630a7faca0d8 (diff) |
Refraction stuff. Also refractor shading equation.
-rwxr-xr-x | resources/shaders/shader.frag | 15 | ||||
-rwxr-xr-x | resources/shaders/shader.vert | 16 |
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); } |