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authorSebastian Park <SebPark03@gmail.com>2024-04-24 03:29:09 -0400
committerSebastian Park <SebPark03@gmail.com>2024-04-24 03:29:09 -0400
commitef8abb44ca5cbf62a24b265aedc62f1348ae8091 (patch)
tree51dec7207123017d2012722d7acdfdb7ba2857ae /resources/shaders/shader.vert
parentd2356bae7beb968ad333f3baf21b4830d647f8ce (diff)
ADD MULTIPLE TEXTURES AFTER MANY FREAKING HOURS.
Diffstat (limited to 'resources/shaders/shader.vert')
-rwxr-xr-xresources/shaders/shader.vert14
1 files changed, 14 insertions, 0 deletions
diff --git a/resources/shaders/shader.vert b/resources/shaders/shader.vert
index 7a7dde5..e78ddc6 100755
--- a/resources/shaders/shader.vert
+++ b/resources/shaders/shader.vert
@@ -18,6 +18,7 @@ out vec3 normal_cameraSpace;
out vec3 normal_worldSpace;
out vec3 camera_worldSpace;
out vec3 pos;
+out vec3 reflPos;
out vec3 refrPos;
out float refrProb;
out vec2 uv;
@@ -53,6 +54,17 @@ vec4 getRefrPos() {
}
}
+vec3 getReflPos() {
+ float depth = 5000.f; // TODO: Pass as uniform
+ vec3 w_o = normalize(pos - camera_worldSpace);
+ vec3 reflectedRay = 2 * dot(-w_o, normal_worldSpace) * normal_worldSpace + w_o;
+
+ float dist = depth - position.y;
+ float depthScale = dist / reflectedRay.y;
+ vec3 skyContactPoint = (reflectedRay * depthScale) + position;
+ return skyContactPoint;
+}
+
void main() {
// float depth = -4.f;
// float dist = position.y - depth;
@@ -75,5 +87,7 @@ void main() {
refrPos = vec3(refrPos_and_prob);
refrProb = clamp(refrPos_and_prob.w, 0.f, 1.f);
+ reflPos = getReflPos();
+
gl_Position = proj * view * model * vec4(position, 1);
}