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OpenGL 4 Shading Language Cookbook - Third Edition

You're reading from  OpenGL 4 Shading Language Cookbook - Third Edition

Product type Book
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Pages 472 pages
Edition 3rd Edition
Languages
Author (1):
David Wolff David Wolff
Profile icon David Wolff
Toc

Table of Contents (17) Chapters close

Title Page
Packt Upsell
Contributors
Preface
1. Getting Started with GLSL 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 1. Other Books You May Enjoy Index

Simulating refraction with cube maps


Objects that are transparent cause the light rays that pass through them to bend slightly at the interface between the object and the surrounding environment. This effect is called refraction. When rendering transparent objects, we simulate that effect by using an environment map and mapping the environment onto the object is such a way as to mimic the way that light would pass through the object. In other words, we can trace the rays from the viewer, through the object (bending in the process), and along to the environment. Then, we can use that ray intersection as the color for the object.

As in the previous recipe, we'll do this using a cube map for the environment. We'll trace rays from the viewer position, through the object, and finally intersect with the cube map.

The process of refraction is described by Snell's law, which defines the relationship between the angle of incidence and the angle of refraction:

Snell's law describes the angle of incidence...

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