Dynamic ReflectFactor through Shilick's approximation of Fresnel's equation

This commit is contained in:
Hugo Willaume 2019-04-08 14:09:22 +09:00
parent 1978e466dd
commit 76f320e956
3 changed files with 16 additions and 9 deletions

View File

@ -111,7 +111,6 @@ void MyGlWindow::shaderSetup()
shaders["Skybox"] = new Shader("skybox.vert", "skybox.frag");
shaders["Skybox"]->uniformFlags = MVP_FLAG | MODEL_MATRIX_FLAG | SKYBOX_TEX_FLAG;
shaders["Skybox"]->addUniform("ReflectFactor", (float)0.1);
shaders["Skybox"]->addUniform("RefractionIndex", glm::vec3(0.65, 0.67, 0.69));
}

View File

@ -8,19 +8,21 @@ in vec3 refractDir_R;
in vec3 refractDir_G;
in vec3 refractDir_B;
uniform float ReflectFactor;
in float reflectFactor;
uniform bool DrawSkyBox;
uniform samplerCube CubeMapTex;
void main()
{
vec4 reflectColor = texture(CubeMapTex, reflectDir);
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)
FragColors = reflectColor;
else
FragColors = vec4(mix(refractColor, reflectColor, ReflectFactor));
{
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);
FragColors = vec4(mix(refractColor, reflectColor, reflectFactor));
}
}

View File

@ -6,6 +6,8 @@ layout(location=2) in vec3 v_color;
layout(location=3) in vec2 v_texmap;
out vec3 reflectDir;
out float reflectFactor;
out vec3 refractDir_R;
out vec3 refractDir_G;
out vec3 refractDir_B;
@ -28,6 +30,10 @@ void main(void)
vec3 P = (ModelMatrix * vec4(coord3d, 1)).xyz;
vec3 N = normalize(ModelMatrix * vec4(v_normal, 1)).xyz;
vec3 V = normalize(WorldCamPos - coord3d);
float R0 = pow(1 - 1.5,2) / pow(1 + 1.5, 2);
reflectFactor = R0 + (1 - R0) * pow(1 - dot(V, N), 5);
reflectDir = reflect(-V, N);
refractDir_R = refract(-V, N, RefractionIndex.r);
refractDir_G = refract(-V, N, RefractionIndex.g);