Created a testing skybox and got the reflection and refraction working.
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20 changed files with 56 additions and 28 deletions
17
24-cubemaps/shaders/24-frag.glsl
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24-cubemaps/shaders/24-frag.glsl
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#version 330 core
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out vec4 FragColor;
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in vec3 Normal;
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in vec3 FragPos;
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in vec2 TexCoords;
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uniform vec3 cameraPos;
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uniform samplerCube skybox;
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void main()
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{
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float ratio = 1.0/1.52;
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vec3 I = normalize(FragPos - cameraPos);
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vec3 R = refract(I, normalize(Normal), ratio);
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FragColor = vec4(texture(skybox, R).rgb, 1.0);
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}
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21
24-cubemaps/shaders/24-vert.glsl
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24-cubemaps/shaders/24-vert.glsl
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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out vec3 FragPos;
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out vec3 Normal;
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out vec2 TexCoords;
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out vec3 Position;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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Normal = mat3(transpose(inverse(model))) * aNormal;
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FragPos = vec3(model * vec4(aPos, 1.0));
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gl_Position = projection * view * vec4(FragPos, 1.0);
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TexCoords = aTexCoords;
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}
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