#define GREY(x) vec3(x, x, x)
-const Material mtl_sph = Material(GREY(0.1), GREY(1.0), 80.0, 0.8, 0.0, 0.0);
-const Material mtl_glass = Material(GREY(0.0), GREY(0.99), 80.0, 0.99, 0.99, 1.52);
-const Material mtl_air = Material(GREY(0.0), GREY(0.99), 80.0, 0.99, 0.99, 1.0);
+const Material mtl_sph = Material(GREY(0.05), GREY(0.8), 80.0, 0.8, 0.0, 0.0);
+const Material mtl_glass = Material(GREY(0.0), GREY(0.8), 80.0, 0.99, 0.99, 1.52);
+const Material mtl_air = Material(GREY(0.0), GREY(0.8), 80.0, 0.99, 0.99, 1.0);
const Material mtl_floor = Material(GREY(0.5), GREY(0.0), 1.0, 0.0, 0.0, 0.0);
const vec3 light_pos = vec3(-10, 50, 30);
color += shade(ray.org, ray.dir, hit) * ray.energy;
return true;
}
- color += backdrop(ray.dir);
+ color += backdrop(ray.dir) * ray.energy;
return false;
}
float entering = step(0.0, dot(-stack[top].ray.dir, hit.norm));
vec3 norm = faceforward(hit.norm, stack[top].ray.dir, hit.norm);
- float fr = hack_fresnel(-stack[top].ray.dir, norm, vec3(5.0, 4.0, 0.01));
+ float fr = hack_fresnel(-stack[top].ray.dir, norm, vec3(5.0, 2.0, 0.01));
// fr = 1 everywhere when ior < 0.5 to avoid affecting the metal sphere
fr = min(1.0, (1.0 - step(0.5, hit.mtl.ior)) + fr);
if(op == 0) {
// reflection
float energy = stack[top].ray.energy * hit.mtl.refl * fr;
- if(hit.mtl.refr > 1e-4) {
- energy += fr * 0.01;
- }
if(energy > 1e-4) {
int next = top + 1;
stack[next].op = 0;
nearest.mtl.diffuse = tex_chess(vec3(1.0, 0.0, 0.0), vec3(1.0, 1.0, 0.0), hit.surfpos);
}
- if(nearest.dist >= 10000.0) {
+ if(nearest.dist >= 9999.0) {
hit_res.shadow = 1.0;
return false;
}