GLEssentials/Data/Shaders/reflect.fsh
/* |
File: reflect.fsh |
Abstract: The fragment shader for reflection rendering. |
Version: 1.8 |
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*/ |
#ifdef GL_ES |
precision highp float; |
#endif |
const vec3 Xunitvec = vec3(1.0, 0.0, 0.0); |
const vec3 Yunitvec = vec3(0.0, 1.0, 0.0); |
// Color of tint to apply (blue) |
const vec4 tintColor = vec4(0.0, 0.0, 1.0, 1.0); |
// Amount of tint to apply |
const float tintFactor = 0.2; |
// Declare inputs and outputs |
// varNormal : Normal for the fragment computed by the rasterizer based on the |
// varNormal value output in the vertex shader |
// varEyeDir : EyeDir for the fragment computed by the rasterizer based on the |
// varEyeDir value output in the vertex shader |
// gl_FragColor : Implicitly declare in fragments shaders less than 1.40. |
// The output color of our fragment. |
// fragColor : Output color of our fragment. Basically the same as gl_FragColor, |
// but we must explicitly declared this in shaders version 1.40 and |
// above. |
#if __VERSION__ >= 140 |
in vec3 varNormal; |
in vec3 varEyeDir; |
out vec4 fragColor; |
#else |
varying vec3 varNormal; |
varying vec3 varEyeDir; |
#endif |
uniform sampler2D diffuseTexture; |
void main (void) |
{ |
// Compute reflection vector |
vec3 reflectDir = reflect(varEyeDir, varNormal); |
// Compute altitude and azimuth angles |
vec2 texcoord; |
texcoord.y = dot(normalize(reflectDir), Yunitvec); |
reflectDir.y = 0.0; |
texcoord.x = dot(normalize(reflectDir), Xunitvec) * 0.5; |
// Translate index values into proper range |
if (reflectDir.z >= 0.0) |
texcoord = (texcoord + 1.0) * 0.5; |
else |
{ |
texcoord.t = (texcoord.t + 1.0) * 0.5; |
texcoord.s = (-texcoord.s) * 0.5 + 1.0; |
} |
// Do a lookup into the environment map. |
#if __VERSION__ >= 140 |
vec4 texColor = texture(diffuseTexture, texcoord); |
#else |
vec4 texColor = texture2D(diffuseTexture, texcoord); |
#endif |
// Add some blue tint to the image so it looks more like a mirror or glass |
#if __VERSION__ >= 140 |
fragColor = mix(texColor, tintColor, tintFactor); |
#else |
gl_FragColor = mix(texColor, tintColor, tintFactor); |
#endif |
} |
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