10 May
2019
10 May
'19
9:29 p.m.
Hi Tom, It looks like replacing the diffuse material on the cubes with a mirror-like material in yx's shader works - there are some visual artifacts and this isn't particularly physically based, but replacing line 101 of Buffer A dir = B(gl_FragCoord.xyz/iResolution.xyz,n); with if(h.y<-T-.99) dir = B(gl_FragCoord.xyz/iResolution.xyz,n); else dir = dir - 2.0*dot(dir,n)*n; seems to work. Replacing the cubes with spheres, though (replace line 50 of Buffer A with d = max(d, length(p)-1.0);) does reveal the trick as expected in the reflections! I'm not sure either of a good way to handle this. --Neil Bickford