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sharing is fun 2fer – Reflection / Refraction

September 14, 2007 | 3:33 am

Here’s today’s bonus patch showing how to do reflection and refraction
with shaders. The shader implements a basic Fresnel model which is
controllable via bias, scale and falloff parameters. These control
the ratio of the reflection and refraction colors based on surface
orientation to the camera. The texture lookup is done using a
sphere-map so the quality is not as good as it would be with a cube
map. Still, it’s quite nice.

http://www.mat.ucsb.edu/~whsmith/ReflectRefract.zip

enjoy.
wes


September 14, 2007 | 2:25 pm

thx Wes
great as usual

Quote: wesley.hoke@gmail.com wrote on Fri, 14 September 2007 05:33
—————————————————-
> Here’s today’s bonus patch showing how to do reflection and refraction
> with shaders. The shader implements a basic Fresnel model which is
> controllable via bias, scale and falloff parameters. These control
> the ratio of the reflection and refraction colors based on surface
> orientation to the camera. The texture lookup is done using a
> sphere-map so the quality is not as good as it would be with a cube
> map. Still, it’s quite nice.
>
> http://www.mat.ucsb.edu/~whsmith/ReflectRefract.zip
>
> enjoy.
> wes
>
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