uniform sampler2D tex; varying vec3 wpos; varying vec3 N; uniform vec3 eyePos; uniform float radius; uniform float medium; uniform vec3 center; uniform vec3 light1; uniform vec3 light2; uniform vec3 light3; uniform vec3 light4; vec3 getEnvColor(vec3 pos, vec2 coord) { vec3 color = texture2D(tex, coord * 0.05).xyz; vec3 light1_dist = pos * 0.1 - vec3(-0.5,-0.5,-0.5); vec3 light2_dist = pos * 0.1 - vec3(+0.5,+0.5,-0.5); vec3 light3_dist = pos * 0.1 - vec3(-0.5,+0.5,+0.5); vec3 light4_dist = pos * 0.1 - vec3(+0.5,-0.5,+0.5); vec3 clight1 = light1 * vec3(max(0.0, 1.25 - 1.0 * dot(light1_dist, light1_dist))); vec3 clight2 = light2 * vec3(max(0.0, 1.25 - 1.0 * dot(light2_dist, light2_dist))); vec3 clight3 = light3 * vec3(max(0.0, 1.25 - 1.0 * dot(light3_dist, light3_dist))); vec3 clight4 = light4 * vec3(max(0.0, 1.25 - 1.0 * dot(light4_dist, light4_dist))); return color + clight1 + clight2 + clight3 + clight4; } float exp3(float x) { float y = max(-1.15365, x); return 1.0 + y * (1.0 + y * (0.5 + y * 0.33333333)); } vec3 rayColor(vec3 startPos, vec3 startDir) { vec3 total = vec3(0.0); vec3 p = startPos; vec3 dir = startDir; vec3 blend = vec3(0.5); vec3 dpos; vec3 color = vec3(0.0); vec3 ray; vec3 nml; vec2 coord; vec3 newdir; vec3 sample; for (int i = 0; i < 1; ++i) { ray = 40.0 * dir; nml = vec3(0.0); coord = vec2(0.0); dpos = p + ray; if (abs(dpos.x) > 10.0) { if (dpos.x > 10.0) { ray *= ((9.99 - p.x) / ray.x); nml = vec3(-1.0,0.0,0.0); dpos = ray + p; coord = dpos.yz; color = getEnvColor(dpos, coord); } else { ray *= ((-9.99 - p.x) / ray.x); nml = vec3(1.0,0.0,0.0); dpos = ray + p; coord = dpos.yz * vec2(-1.0,1.0); color = getEnvColor(dpos, coord); } } if (abs(dpos.y) > 10.0) { if (dpos.y > 10.0) { ray *= ((9.99 - p.y) / ray.y); nml = vec3(0.0,-1.0,0.0); dpos = ray + p; coord = dpos.xz * vec2(-1.0,1.0); color = getEnvColor(dpos, coord); } else { ray *= ((-9.99 - p.y) / ray.y); nml = vec3(0.0,1.0,0.0); dpos = ray + p; coord = dpos.xz; color = getEnvColor(dpos, coord); } } if (abs(dpos.z) > 10.0) { if (dpos.z > 10.0) { ray *= ((9.99 - p.z) / ray.z); nml = vec3(0.0,0.0,-1.0); dpos = ray + p; coord = dpos.xy * vec2(-1.0,1.0); color = getEnvColor(dpos, coord); } else { ray *= ((-9.99 - p.z) / ray.z); nml = vec3(0.0,0.0,1.0); dpos = ray + p; coord = dpos.xy; color = getEnvColor(dpos, coord); } } sample = color * vec3(exp3(-length(ray) * 0.04)); total += sample * blend; blend *= sample; newdir = reflect(dir, nml); p = dpos; dir = newdir; } return total; } void snell(vec3 dir, vec3 normal, float n1, float n2, out vec3 reflectionDir, out vec3 refractionDir, out float cost2) { float n1n2 = n1 / n2; float cost1 = dot(-dir, normal); cost2 = sqrt(1.0 - n1n2 * n1n2 * (1.0 - cost1 * cost1)); reflectionDir = dir + normal * (2.0 * cost1); refractionDir = dir * n1n2 + normal * (cost2 + n1n2 * cost1); } void main() { vec3 nml = normalize(N); vec3 dir = normalize(wpos - eyePos); vec3 R; vec3 RE; float cost2, fdummy; snell(dir, nml, 1.0, medium + 0.1, R, RE, cost2); float dist = 2.0 * cost2 * radius; vec3 p2 = wpos + RE * vec3(dist); vec3 nml2 = -(p2 - center) / radius; vec3 Rdummy, Rout; snell(RE, nml2, medium + 0.3, 1.0, Rdummy, Rout, fdummy); float fact = 2.0 * exp3(-dot(dist,dist) * 0.2); vec3 diffracted = rayColor(p2, Rout) * vec3(fact); vec3 specular = rayColor(wpos, R) * gl_Color.xyz; gl_FragColor = gl_Color * vec4( specular + diffracted, 1.0); }