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[12083] | 1 | #version 150 |
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| 2 | |
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| 3 | uniform vec4 tintColour; |
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| 4 | uniform float noiseScale; |
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| 5 | uniform float fresnelBias; |
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| 6 | uniform float fresnelScale; |
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| 7 | uniform float fresnelPower; |
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| 8 | uniform sampler2D noiseMap; |
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| 9 | uniform sampler2D reflectMap; |
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| 10 | uniform sampler2D refractMap; |
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| 11 | |
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| 12 | in vec3 noiseCoord; |
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| 13 | in vec4 projectionCoord; |
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| 14 | in vec3 eyeDir; |
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| 15 | in vec3 oNormal; |
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| 16 | |
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| 17 | out vec4 fragColour; |
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| 18 | |
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| 19 | // Fragment program for distorting a texture using a 3D noise texture |
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| 20 | void main() |
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| 21 | { |
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| 22 | // Do the tex projection manually so we can distort _after_ |
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| 23 | vec2 final = projectionCoord.xy / projectionCoord.w; |
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| 24 | |
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| 25 | // Noise |
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| 26 | vec3 noiseNormal = (texture(noiseMap, (noiseCoord.xy / 5.0)).rgb - 0.5).rbg * noiseScale; |
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| 27 | final += noiseNormal.xz; |
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| 28 | |
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| 29 | // Fresnel |
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| 30 | //normal = normalize(normal + noiseNormal.xz); |
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| 31 | float fresnel = fresnelBias + fresnelScale * pow(1.0 + dot(eyeDir, oNormal), fresnelPower); |
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| 32 | |
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| 33 | // Reflection / refraction |
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| 34 | vec4 reflectionColour = texture(reflectMap, final); |
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| 35 | vec4 refractionColour = texture(refractMap, final) + tintColour; |
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| 36 | |
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| 37 | // Final colour |
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| 38 | fragColour = mix(refractionColour, reflectionColour, fresnel); |
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| 39 | } |
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