learn-opengl/32-text-rendering/shaders/26-frag.glsl

17 lines
328 B
GLSL

#version 330 core
out vec4 FragColor;
in vec3 Normal;
in vec3 FragPos;
in vec2 TexCoords;
uniform vec3 cameraPos;
uniform samplerCube skybox;
void main()
{
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);
}