Added chromatic aberration
This commit is contained in:
parent
0ca64e14cc
commit
1978e466dd
@ -112,7 +112,7 @@ void MyGlWindow::shaderSetup()
|
|||||||
shaders["Skybox"] = new Shader("skybox.vert", "skybox.frag");
|
shaders["Skybox"] = new Shader("skybox.vert", "skybox.frag");
|
||||||
shaders["Skybox"]->uniformFlags = MVP_FLAG | MODEL_MATRIX_FLAG | SKYBOX_TEX_FLAG;
|
shaders["Skybox"]->uniformFlags = MVP_FLAG | MODEL_MATRIX_FLAG | SKYBOX_TEX_FLAG;
|
||||||
shaders["Skybox"]->addUniform("ReflectFactor", (float)0.1);
|
shaders["Skybox"]->addUniform("ReflectFactor", (float)0.1);
|
||||||
shaders["Skybox"]->addUniform("RefractionIndex", (float)0.95);
|
shaders["Skybox"]->addUniform("RefractionIndex", glm::vec3(0.65, 0.67, 0.69));
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -3,7 +3,10 @@
|
|||||||
out vec4 FragColors;
|
out vec4 FragColors;
|
||||||
|
|
||||||
in vec3 reflectDir;
|
in vec3 reflectDir;
|
||||||
in vec3 refractDir;
|
|
||||||
|
in vec3 refractDir_R;
|
||||||
|
in vec3 refractDir_G;
|
||||||
|
in vec3 refractDir_B;
|
||||||
|
|
||||||
uniform float ReflectFactor;
|
uniform float ReflectFactor;
|
||||||
uniform bool DrawSkyBox;
|
uniform bool DrawSkyBox;
|
||||||
@ -12,7 +15,10 @@ uniform samplerCube CubeMapTex;
|
|||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec4 reflectColor = texture(CubeMapTex, reflectDir);
|
vec4 reflectColor = texture(CubeMapTex, reflectDir);
|
||||||
vec4 refractColor = texture(CubeMapTex, refractDir);
|
float refractColor_R = texture(CubeMapTex, refractDir_R).r;
|
||||||
|
float refractColor_G = texture(CubeMapTex, refractDir_G).g;
|
||||||
|
float refractColor_B = texture(CubeMapTex, refractDir_B).b;
|
||||||
|
vec4 refractColor = vec4(refractColor_R, refractColor_G, refractColor_B, 1);
|
||||||
if (DrawSkyBox == true)
|
if (DrawSkyBox == true)
|
||||||
FragColors = reflectColor;
|
FragColors = reflectColor;
|
||||||
else
|
else
|
||||||
|
|||||||
@ -6,9 +6,11 @@ layout(location=2) in vec3 v_color;
|
|||||||
layout(location=3) in vec2 v_texmap;
|
layout(location=3) in vec2 v_texmap;
|
||||||
|
|
||||||
out vec3 reflectDir;
|
out vec3 reflectDir;
|
||||||
out vec3 refractDir;
|
out vec3 refractDir_R;
|
||||||
|
out vec3 refractDir_G;
|
||||||
|
out vec3 refractDir_B;
|
||||||
|
|
||||||
uniform float RefractionIndex;
|
uniform vec3 RefractionIndex;
|
||||||
uniform mat4 ModelMatrix;
|
uniform mat4 ModelMatrix;
|
||||||
uniform mat4 mvp;
|
uniform mat4 mvp;
|
||||||
uniform bool DrawSkyBox;
|
uniform bool DrawSkyBox;
|
||||||
@ -27,7 +29,9 @@ void main(void)
|
|||||||
vec3 N = normalize(ModelMatrix * vec4(v_normal, 1)).xyz;
|
vec3 N = normalize(ModelMatrix * vec4(v_normal, 1)).xyz;
|
||||||
vec3 V = normalize(WorldCamPos - coord3d);
|
vec3 V = normalize(WorldCamPos - coord3d);
|
||||||
reflectDir = reflect(-V, N);
|
reflectDir = reflect(-V, N);
|
||||||
refractDir = refract(-V, N, RefractionIndex);
|
refractDir_R = refract(-V, N, RefractionIndex.r);
|
||||||
|
refractDir_G = refract(-V, N, RefractionIndex.g);
|
||||||
|
refractDir_B = refract(-V, N, RefractionIndex.b);
|
||||||
}
|
}
|
||||||
|
|
||||||
gl_Position = mvp * vec4(coord3d, 1.0f);
|
gl_Position = mvp * vec4(coord3d, 1.0f);
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user