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-rw-r--r--res/effectlib/refraction.glsllib57
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diff --git a/res/effectlib/refraction.glsllib b/res/effectlib/refraction.glsllib
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+// 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;
+}