diff --git a/shaders/fresnelComplex.fs b/shaders/fresnelComplex.fs deleted file mode 100644 index eb9a0c8..0000000 --- a/shaders/fresnelComplex.fs +++ /dev/null @@ -1,20 +0,0 @@ -// Cube map -uniform samplerCube env; - -// Reflected and refracted vectors -varying vec3 reflectedVector, refractedVector; - -// Reflection factor based on fresnel equation -varying float refFactor; - -void main() -{ - // Read cube map - vec4 reflectedColor = textureCube(env, reflectedVector); - vec4 refractedColor = textureCube(env, refractedVector); - - // Mix reflected and refracted colors - vec4 color = mix(refractedColor, reflectedColor, refFactor); - color.a = 1.0; - gl_FragColor = color; -} \ No newline at end of file diff --git a/shaders/fresnelComplexP.vs b/shaders/fresnelComplexP.vs deleted file mode 100644 index e6d9bdd..0000000 --- a/shaders/fresnelComplexP.vs +++ /dev/null @@ -1,35 +0,0 @@ -// Position of the view eye in world space -uniform vec3 eyePos; - -// Ratio of indices of refraction -uniform float etaRatio; - -// Reflected and refracted vectors -varying vec3 reflectedVector, refractedVector; - -// Reflection factor based on fresnel equation -varying float refFactor; - -void main() -{ - // Create incident and normal vectors - vec3 I = normalize(gl_Vertex.xyz - eyePos.xyz); - vec3 N = normalize(gl_Normal); - - // Calculate reflected and refracted vectors - reflectedVector = reflect(I, N); - refractedVector = refract(I, N, etaRatio); - - - // Compute cos(incident angle) for the fresnel equations - float cosThetaI = dot(I,N); - - // Real fresnel equation - refFactor = (etaRatio * sqrt(1 - (1 - cosThetaI * cosThetaI)*etaRatio*etaRatio) - cosThetaI); - refFactor = refFactor/ (etaRatio * sqrt(1 - (1 - cosThetaI * cosThetaI)*etaRatio*etaRatio) + cosThetaI); - refFactor = refFactor * refFactor; - - // Transform vertex - gl_TexCoord[0] = gl_MultiTexCoord0; - gl_Position = ftransform(); -} \ No newline at end of file diff --git a/shaders/fresnelComplexS.vs b/shaders/fresnelComplexS.vs deleted file mode 100644 index 10b70b8..0000000 --- a/shaders/fresnelComplexS.vs +++ /dev/null @@ -1,35 +0,0 @@ -// Position of the view eye in world space -uniform vec3 eyePos; - -// Ratio of indices of refraction -uniform float etaRatio; - -// Reflected and refracted vectors -varying vec3 reflectedVector, refractedVector; - -// Reflection factor based on fresnel equation -varying float refFactor; - -void main() -{ - // Create incident and normal vectors - vec3 I = normalize(gl_Vertex.xyz - eyePos.xyz); - vec3 N = normalize(gl_Normal); - - // Calculate reflected and refracted vectors - reflectedVector = reflect(I, N); - refractedVector = refract(I, N, etaRatio); - - - // Compute cos(incident angle) for the fresnel equations - float cosThetaI = dot(I,N); - - // Real fresnel equation - refFactor = (etaRatio * cosThetaI - sqrt(1 - (1 - cosThetaI * cosThetaI)*etaRatio*etaRatio)); - refFactor = refFactor/(etaRatio * cosThetaI + sqrt(1 - (1 - cosThetaI * cosThetaI)*etaRatio*etaRatio)); - refFactor = refFactor * refFactor; - - // Transform vertex - gl_TexCoord[0] = gl_MultiTexCoord0; - gl_Position = ftransform(); -} \ No newline at end of file