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author | Sebastian Park <SebPark03@gmail.com> | 2024-05-09 23:18:46 -0400 |
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committer | Sebastian Park <SebPark03@gmail.com> | 2024-05-09 23:18:46 -0400 |
commit | f9819ae7f8b11b298c16eb14d929a9c09038a877 (patch) | |
tree | cef7f0c104d49d41a1e2c76bec2343f875ca8dff /resources/shaders/caustics.vert | |
parent | ac3f1e423e696392ea0a50c2652b829e5c5734b6 (diff) | |
parent | 99c588d4da2ca044df8276b7efbd9d27c19c8352 (diff) |
Merge branch 'shaders'
Diffstat (limited to 'resources/shaders/caustics.vert')
-rw-r--r-- | resources/shaders/caustics.vert | 53 |
1 files changed, 53 insertions, 0 deletions
diff --git a/resources/shaders/caustics.vert b/resources/shaders/caustics.vert new file mode 100644 index 0000000..298f5e1 --- /dev/null +++ b/resources/shaders/caustics.vert @@ -0,0 +1,53 @@ +#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); +} |