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-rwxr-xr-xresources/shaders/shader.frag15
1 files changed, 12 insertions, 3 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);
}