GLSL Shaders (Reflection and Refraction)
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Reminds me of the tech demo NVIDIA released for the GeForce 2.
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How are you doing the reflection? In my experience of Game Shaders, most of them are done with a cube map, if you are using that method, are you using a static cube map, or is the cube map changing images each frame? Or are you using another method all together? Good vid!
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May I ask. Most space distortion in video games are by refraction right?
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Yes, this is done using a cubemap. This is an old video; I actually lost the code that made this, then recreated it. Yeah. It's been a while. I think it's dynamic here, although because there's nothing else, it might as well have been static. My new OpenGL library supports both.
GeometrianGL 2 years ago
Yes and no. When you look through a transparent object, you'll get refraction (what you see here). If you look at a curved mirror, you'll get distortions, but that's still reflection. Anytime light is bent (not bounces) that's refraction. In games, reflection and refraction can often take a lot of computational bandwidth. Thus, most lighting effects in games are shadows at most, if anything at all. Maybe I don't understand your question though.
GeometrianGL 2 years ago