Reflection/refraction with chromatic aberration - eye correction

ⅰ亾dé卋堺 提交于 2019-12-03 15:28:11

This looks suspect to me:

vec4 position = gl_ModelViewMatrix * gl_Vertex;
incident = position.xyz / position.w - cameraPos;

Is your cameraPos defined in world space? You're subtracting a view space vector (position), from a supposedly world space cameraPos vector. You either need to do the calculation in world space or view space, but you can't mix them.

To do this correctly in world space you'll have to upload the model matrix separately to get the world space incident vector.

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