45 lines
1022 B
GLSL

#version 440
layout(location=0) in vec3 coord3d;
layout(location=1) in vec3 v_normal;
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;
uniform vec3 RefractionIndex;
uniform mat4 ModelMatrix;
uniform mat4 mvp;
uniform bool DrawSkyBox;
uniform vec3 WorldCamPos;
void main(void)
{
//For drawing a mesh with reflected skybox
if (DrawSkyBox == true)
reflectDir = coord3d;
else
{
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);
refractDir_B = refract(-V, N, RefractionIndex.b);
}
gl_Position = mvp * vec4(coord3d, 1.0f);
}