out vec3 oldPos; out vec3 newPos; out vec3 ray; in vec3 position; #include /* project the ray onto the plane */ vec3 project(vec3 origin, vec3 ray, vec3 refractedLight) { vec2 tcube = intersectCube( origin, ray, vec3(-poolHalfSize.x, -poolHeight, -poolHalfSize.y), vec3(poolHalfSize.x, poolHeight * 2.0, poolHalfSize.y) ); origin += ray * tcube.y; float tplane = (-origin.y - poolHeight) / refractedLight.y; return origin + refractedLight * tplane; } void main() { vec4 info = texture(water, position.xy * 0.5 + 0.5); info.ba *= 0.5; vec3 normal = vec3(info.b, sqrt(1.0 - dot(info.ba, info.ba)), info.a); /* project the vertices along the refracted vertex ray */ vec3 refractedLight = refract(-light, vec3(0.0, 1.0, 0.0), IOR_AIR / IOR_WATER); vec3 basePos = vec3(position.x * poolHalfSize.x, 0.0, position.y * poolHalfSize.y); ray = refract(-light, normal, IOR_AIR / IOR_WATER); oldPos = project(basePos, refractedLight, refractedLight); newPos = project(basePos + vec3(0.0, info.r, 0.0), ray, refractedLight); vec2 normalizedPos = vec2(newPos.x / poolHalfSize.x, newPos.z / poolHalfSize.y); vec2 refractedOffset = vec2(refractedLight.x / poolHalfSize.x, refractedLight.z / poolHalfSize.y) / refractedLight.y; gl_Position = vec4(0.75 * (normalizedPos + refractedOffset), 0.0, 1.0); }