Created
          January 6, 2023 15:22 
        
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    Chromatic aberration/refraction shader
  
        
  
    
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  | vec3 transmission = vec3(0.0); | |
| float transmissionR, transmissionB, transmissionG; | |
| float randomCoords = rand(); | |
| float thickness_smear = thickness * max(pow(roughness, 0.33), anisotropy); | |
| vec3 distortionNormal = vec3(0.0); | |
| vec3 temporalOffset = vec3(time, -time, -time) * temporalDistortion; | |
| if (distortion > 0.0) { | |
| distortionNormal = distortion * vec3(snoiseFractal(vec3((pos * distortionScale + temporalOffset))), snoiseFractal(vec3(pos.zxy * distortionScale - temporalOffset)), snoiseFractal(vec3(pos.yxz * distortionScale + temporalOffset))); | |
| } | |
| for (float i = 0.0; i < ${samples}.0; i ++) { | |
| vec3 sampleNorm = normalize(n + roughness * roughness * 2.0 * normalize(vec3(rand() - 0.5, rand() - 0.5, rand() - 0.5)) * pow(rand(), 0.33) + distortionNormal); | |
| transmissionR = getIBLVolumeRefraction( | |
| sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90, | |
| pos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness + thickness_smear * (i + randomCoords) / float(${samples}), | |
| material.attenuationColor, material.attenuationDistance ).r; | |
| transmissionG = getIBLVolumeRefraction( | |
| sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90, | |
| pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + chromaticAberration * (i + randomCoords) / float(${samples})) , material.thickness + thickness_smear * (i + randomCoords) / float(${samples}), | |
| material.attenuationColor, material.attenuationDistance ).g; | |
| transmissionB = getIBLVolumeRefraction( | |
| sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90, | |
| pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + 2.0 * chromaticAberration * (i + randomCoords) / float(${samples})), material.thickness + thickness_smear * (i + randomCoords) / float(${samples}), | |
| material.attenuationColor, material.attenuationDistance ).b; | |
| transmission.r += transmissionR; | |
| transmission.g += transmissionG; | |
| transmission.b += transmissionB; | |
| } | |
| transmission /= ${samples}.0; | |
| gl_FragColor = vec4( transmission, 1.0 ); | |
| material.transmissionAlpha = 1.0; //mix( material.transmissionAlpha, transmission.a, material.transmission ); | |
| totalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission ); | 
  
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