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-rwxr-xr-xresources/shaders/shader.frag1
-rwxr-xr-xresources/shaders/shader.vert2
2 files changed, 2 insertions, 1 deletions
diff --git a/resources/shaders/shader.frag b/resources/shaders/shader.frag
index 9668ecb..141915e 100755
--- a/resources/shaders/shader.frag
+++ b/resources/shaders/shader.frag
@@ -51,6 +51,7 @@ void main() {
fragColor = clamp(fragColor, 0.f, 1.f); // Clamp
fragColor *= (1 - (refrProb / 1.f));
fragColor += (refrProb / 1.5f) * transmissive;
+// fragColor = transmissive * refrProb;
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);
diff --git a/resources/shaders/shader.vert b/resources/shaders/shader.vert
index bc6cb2e..8dda424 100755
--- a/resources/shaders/shader.vert
+++ b/resources/shaders/shader.vert
@@ -22,7 +22,7 @@ out vec2 uv;
vec4 getRefrPos() {
float depth = -1.f; // TODO: Pass as uniform
- vec3 w_o = pos - camera_worldSpace;
+ 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;