| uniform sampler2D DistanceMap; |
| uniform sampler2D NormalMap; |
| uniform sampler2D ImageMap; |
| |
| varying vec3 vertex_normal; |
| varying vec4 vertex_position; |
| varying vec4 MapCoord; |
| |
| void main() |
| { |
| const vec4 lightSpecular = vec4(0.8, 0.8, 0.8, 1.0); |
| const vec4 matSpecular = vec4(1.0, 1.0, 1.0, 1.0); |
| const float matShininess = 100.0; |
| const vec2 point_five = vec2(0.5); |
| // Need the normalized eye direction and surface normal vectors to |
| // compute the transmitted vector through the "front" surface of the object. |
| vec3 eye_direction = normalize(-vertex_position.xyz); |
| vec3 normalized_normal = normalize(vertex_normal); |
| vec3 front_refraction = refract(eye_direction, normalized_normal, RefractiveIndex); |
| // Find our best distance approximation through the object so we can |
| // project the transmitted vector to the back of the object to find |
| // the exit point. |
| vec3 mc_perspective = (MapCoord.xyz / MapCoord.w) + front_refraction; |
| vec2 dcoord = mc_perspective.st * point_five + point_five; |
| vec4 distance_value = texture2D(DistanceMap, dcoord); |
| vec3 back_position = vertex_position.xyz + front_refraction * distance_value.z; |
| // Use the exit point to index the map of back-side normals, and use the |
| // back-side position and normal to find the transmitted vector out of the |
| // object. |
| vec2 normcoord = back_position.st * point_five + point_five; |
| vec3 back_normal = texture2D(NormalMap, normcoord).xyz; |
| vec3 back_refraction = refract(back_position, back_normal, 1.0); |
| // Use the transmitted vector from the exit point to determine where |
| // the vector would intersect the environment (in this case a background |
| // image. |
| vec2 imagecoord = back_refraction.st * point_five + point_five; |
| vec4 texel = texture2D(ImageMap, imagecoord); |
| // Add in specular reflection, and we have our fragment value. |
| vec3 light_direction = normalize(vertex_position.xyz/vertex_position.w - |
| LightSourcePosition.xyz/LightSourcePosition.w); |
| vec3 reflection = reflect(light_direction, normalized_normal); |
| float specularTerm = pow(max(0.0, dot(reflection, eye_direction)), matShininess); |
| vec4 specular = (lightSpecular * matSpecular); |
| gl_FragColor = (specular * specularTerm) + texel; |
| } |