Finally cubemap working

This commit is contained in:
Vladislav Khorev committed 2024-06-08 23:24:26 +03:00
1 parent f413bbe265
commit c475b1ecac
7 files changed
+186 -135

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+14 -6
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@@ -4,13 +4,20 @@ uniform vec3 CamPos;
uniform float WaterTimer;
varying vec2 texCoord;
varying vec3 vertexPos;
varying vec3 camVec;
void main()
{
vec2 texCoord = gl_TexCoord[0].st;
vec3 camVec2 = normalize(camVec);
vec4 reflectColor = textureCube(Env, camVec2);
gl_FragColor = vec4(reflectColor.xyz, 1.0f);
/*
mat3 rot;
rot[0] = vec3(0.0,0.0,1.0);
@@ -29,9 +36,9 @@ void main()
vec3 NVecReflect = normalize(rot * (NVec1 + NVec2) + vec3(0,8,0));
vec3 NVecRefract = normalize(rot * (NVec1 + NVec2));
vec3 dir1 = reflect((camVec),NVecReflect);
//vec3 dir2 = refract((camVec),NVecRefract,0.9);
vec3 dir2 = reflect((camVec),NVecReflect);
vec3 dir1 = reflect((camVec2),NVecReflect);
//vec3 dir2 = refract((camVec2),NVecRefract,0.9);
vec3 dir2 = reflect((camVec2),NVecReflect);
dir2.y = - dir2.y;
vec4 reflectColor = textureCube(Env, dir1);
@@ -39,7 +46,8 @@ void main()
vec4 texColor = reflectColor*0.2 + refractColor*0.8;
gl_FragColor = vec4(texColor.xyz, 1.0f);
gl_FragColor = vec4(texColor.xyz, 1.0f);*/
}