Reflective cube

pull/3/head
Avery 1 week ago
parent 3da43d5a69
commit 8168eebf7b
Signed by untrusted user: Avery
GPG Key ID: 4E53F4CB69B2CC8D

@ -2,17 +2,22 @@
// vim: ft=c
// clang-format off
layout(binding = 1) uniform samplerCube combined_image;
layout(location = 0) out vec4 outColor;
layout(location = 0) in vec4 normal;
layout(location = 1) in vec4 pos_pre;
layout(location = 2) in vec4 view_orig;
layout(push_constant, std430) uniform pc {
layout(offset=48) vec4 data;
};
void main() {
outColor = vec4(data.rgb*(1.0+dot(normal.xyz, normalize(vec3(-0.7, -0.5, -0.1))))/2.0, 1.0);
vec4 ray = pos_pre - view_orig;
outColor = texture(combined_image, vec3(reflect(ray, normal)));
// outColor = vec4(data.rgb*(1.0+dot(normal.xyz, normalize(vec3(-0.7, -0.5, -0.1))))/2.0, 1.0);
//if(pos_post.z <= 0.0) {
// outColor = vec4(1.0);
//}

@ -19,6 +19,7 @@ layout(push_constant, std430) uniform pc {
layout (location = 0) out vec4 normal;
layout (location = 1) out vec4 pos_pre;
layout (location = 2) out vec4 view_orig;
const float PI = 3.14159;
// Forgive me for I have sinned
@ -28,6 +29,7 @@ void main() {
// assign outs
normal = pos.posnrm[gl_VertexIndex].norm;
pos_pre = pos.posnrm[gl_VertexIndex].pos;
view_orig = cam_orig;
// define constants
const float zFar = 100.0;

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