17 lines
328 B
GLSL
17 lines
328 B
GLSL
#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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