2022-09-19 18:05:01 +08:00

20 lines
702 B
Bash

precision mediump float;
uniform samplerCube sTexture;//纹理内容数据
varying vec3 eyeVary; //接收从顶点着色器过来的视线向量
varying vec3 newNormalVary; //接收从顶点着色器过来的变换后法向量
vec4 zs( //根据法向量、视线向量及斯涅尔定律计算立方图纹理采样的方法
in float zsl //折射率
){
vec3 vTextureCoord=refract(-eyeVary,newNormalVary,zsl);//根据斯涅尔定律计算
vec4 finalColor=textureCube(sTexture, vTextureCoord); //进行立方图纹理采样
return finalColor;
}
void main(){
vec4 finalColor=vec4(0.0,0.0,0.0,0.0);
//由于有色散RGB三个色彩通道单独计算折射
finalColor.r=zs(0.97).r;
finalColor.g=zs(0.955).g;
finalColor.b=zs(0.94).b;
gl_FragColor=finalColor;
}