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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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