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/****************************************************************************
**
** Copyright (C) 2014 NVIDIA Corporation.
** Copyright (C) 2017 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt 3D Studio.
**
** $QT_BEGIN_LICENSE:GPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 or (at your option) any later version
** approved by the KDE Free Qt Foundation. The licenses are as published by
** the Free Software Foundation and appearing in the file LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/

// this is entirly phiysical incorrect
// We just use this to fake distortion when we have no environment available
// The displacement is calculated on ior
vec3 refraction( in sampler2D sampler, in float materialIOR )
{
    vec3 displace = fresnel( viewDir, vec3( materialIOR ));

    float xdir = abs( viewDir.x );
    float ydir = abs( viewDir.y );

    vec2 texSize = vec2( textureSize( sampler, 0 ) );
    vec2 newUV = vec2(gl_FragCoord.xy/texSize);
    if ( xdir > ydir)
    {
        newUV = ( viewDir.x > 0.0) ? newUV + displace.xy : newUV - displace.xy;
    }
    else
    {
        newUV = ( viewDir.y > 0.0) ? newUV - displace.xy : newUV + displace.xy;
    }

    vec3 refractColor = texture( sampler, newUV ).rgb;

    return refractColor;
}

// This should really not be used, but it's there for the sake of testing.
vec3 refractBlur( in sampler2D sampler, in vec3 viewDir, in float materialIOR, in float blurWidth )
{
    // This is really terrible, but at least is a little better than
    vec3 displace = viewDir * materialIOR;

    vec2 texSize = vec2( textureSize( sampler, 0 ) );
    texSize = vec2(1.0) / texSize;
    vec2 newUV = vec2(gl_FragCoord.xy * texSize);
    newUV += displace.xy * 0.005;

    //vec3 refractColor = texture( sampler, newUV ).rgb;
    vec3 refractColor = vec3(0);
    int sz = int(ceil(blurWidth));
    float wtsum = 0.0;

    for (int y = -sz; y <= sz; ++y)
    {
        for (int x = -sz; x <= sz; ++x)
        {
            float wt = float(x*x + y*y) / (blurWidth * 0.5);
            wt = exp2(-wt);
            //refractColor += wt * textureOffset( sampler, newUV, ivec2(x, y) ).rgb;
            vec2 uvOfs = vec2(x, y) * texSize;
            refractColor += wt * texture( sampler, newUV+uvOfs).rgb;
            wtsum += wt;
        }
    }

    return refractColor / wtsum;
}