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author | Sebastian Park <51029066+Seb-Park@users.noreply.github.com> | 2024-04-22 00:59:29 -0400 |
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committer | GitHub <noreply@github.com> | 2024-04-22 00:59:29 -0400 |
commit | cd7c76017a12bb548036571c1ff13e551369d06d (patch) | |
tree | 03cd022c7625c5c5682d21c20b0a8b8532e57140 /resources/shaders/shader.vert | |
parent | 5233a708a165ba8a3153e054ce74eb11084c0158 (diff) | |
parent | 28d74097815a8d52b8f47f6eae6464005a6bc552 (diff) |
Merge pull request #2 from Seb-Park/shaders
Shaders
Diffstat (limited to 'resources/shaders/shader.vert')
-rwxr-xr-x | resources/shaders/shader.vert | 51 |
1 files changed, 50 insertions, 1 deletions
diff --git a/resources/shaders/shader.vert b/resources/shaders/shader.vert index 15e6833..8dda424 100755 --- a/resources/shaders/shader.vert +++ b/resources/shaders/shader.vert @@ -7,6 +7,8 @@ uniform mat4 proj; uniform mat4 view; uniform mat4 model; uniform mat4 inverseView; +//uniform float width; +//uniform float height; // TODO: Pass in width and height as uniform uniform mat3 inverseTransposeModel; @@ -14,12 +16,59 @@ out vec3 normal_cameraSpace; out vec3 normal_worldSpace; out vec3 camera_worldSpace; out vec3 pos; +out vec3 refrPos; +out float refrProb; +out vec2 uv; + +vec4 getRefrPos() { + float depth = -1.f; // TODO: Pass as uniform + vec3 w_o = normalize(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; +// Ray reflectedRay(i.hit, w_t); +// float attenuation = (!entering && attenuateRefract) ? std::pow(M_E, (-(ray.o - i.hit).norm()) * mat.ior) : 1; +// L += traceRay(reflectedRay, scene, true, n_t, !is_in_refractor) * attenuation / threshold; + float dist = position.y - depth; + float depthScale = dist / w_t.y; + vec3 groundContactPoint = -(w_t * depthScale) + position; + 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 vec4(0, 0, 0, 0); + } +} void main() { + float depth = -2.f; + float dist = position.y - depth; + float width = 81.f * 2.f; + float length = 81.f * 2.f; + normal_cameraSpace = normalize(inverse(transpose(mat3(view))) * inverseTransposeModel * normal); camera_worldSpace = vec3(inverseView * vec4(0.f, 0.f, 0.f, 1.f)); normal_worldSpace = normal; - pos = position; + pos = vec3(model * vec4(position, 1.f)); //vec3(model * vec4(objSpacePos, 1.f)); +// pos = position; + + float depthScale = dist / normal.y; + vec3 groundContactPoint = -(normal * depthScale) + position; // carries down to ground + groundContactPoint = vec3(model * vec4(position, 1)); + uv = vec2((position.x + 81.f) / (162.f), groundContactPoint.z); +// uv = vec2(normal); + 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); } |