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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;
}
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