aboutsummaryrefslogtreecommitdiff
path: root/data/shaders/light-refract.frag
diff options
context:
space:
mode:
Diffstat (limited to 'data/shaders/light-refract.frag')
-rw-r--r--data/shaders/light-refract.frag10
1 files changed, 5 insertions, 5 deletions
diff --git a/data/shaders/light-refract.frag b/data/shaders/light-refract.frag
index 1dcd751..184ba29 100644
--- a/data/shaders/light-refract.frag
+++ b/data/shaders/light-refract.frag
@@ -12,12 +12,11 @@ void main()
const vec4 matSpecular = vec4(1.0, 1.0, 1.0, 1.0);
const float matShininess = 100.0;
const vec2 point_five = vec2(0.5);
- // Need the normalized light direction and surface normal vectors to
+ // Need the normalized eye direction and surface normal vectors to
// compute the refraction vector through the "front" surface of the object.
- vec3 light_direction = normalize(vertex_position.xyz/vertex_position.w -
- LightSourcePosition.xyz/LightSourcePosition.w);
+ vec3 eye_direction = normalize(-vertex_position.xyz);
vec3 normalized_normal = normalize(vertex_normal);
- vec3 front_refraction = refract(light_direction, normalized_normal, 1.5);
+ vec3 front_refraction = refract(eye_direction, normalized_normal, 1.5);
// Offset the base map coordinate by the refaction vector, and re-normalize
// to texture coordinate space [0, 1].
vec2 normcoord = (MapCoord.st + front_refraction.st + point_five) * point_five;
@@ -27,8 +26,9 @@ void main()
vec2 imagecoord = (normcoord + back_refraction.st + point_five) * point_five;
vec4 texel = texture2D(ImageMap, imagecoord);
// Add in a specular component
+ vec3 light_direction = normalize(vertex_position.xyz/vertex_position.w -
+ LightSourcePosition.xyz/LightSourcePosition.w);
vec3 reflection = reflect(light_direction, normalized_normal);
- vec3 eye_direction = normalize(-vertex_position.xyz);
float specularTerm = pow(max(0.0, dot(reflection, eye_direction)), matShininess);
vec4 specular = (lightSpecular * matSpecular);
gl_FragColor = (specular * specularTerm) + texel;