Have 100 cubes flying around in a circle with refraction.
This commit is contained in:
parent
1107c86036
commit
a199d41890
7 changed files with 29 additions and 15 deletions
|
|
@ -1,11 +1,17 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec3 Normal;
|
||||
in vec3 FragPos;
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform sampler2D texture1;
|
||||
uniform vec3 cameraPos;
|
||||
uniform samplerCube skybox;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(texture1, TexCoords);
|
||||
float ratio = 1.0/1.52;
|
||||
vec3 I = normalize(FragPos - cameraPos);
|
||||
vec3 R = refract(I, normalize(Normal), ratio);
|
||||
FragColor = vec4(texture(skybox, R).rgb, 1.0);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -16,12 +16,7 @@ uniform vec3 offsets[10];
|
|||
|
||||
void main()
|
||||
{
|
||||
// THIS WORKS
|
||||
// vec3 in_offset = offsets[gl_InstanceID];
|
||||
|
||||
// THIS DOES NOT, see Scene::setup_instancing and Mesh::draw
|
||||
vec3 in_offset = aOffset;
|
||||
// in_offset.x = gl_InstanceID;
|
||||
|
||||
vec4 offset = vec4(aPos + in_offset, 1.0);
|
||||
gl_Position = projection * view * model * offset;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue