Devlog #4
Added more realistic glass physics with reflections and refraction
It was much simpler than what I expected, I just had to draw opaque objects to a sampler before rendering to the window and then sample that in the glass shader. Currently the reflections are just sampling a fake skybox, I’m now going to try to pass a cubemap of the scene so the reflections can finally reflect objects in the scene.
I also rewrote how objects, lights and cameras are handled to use a more general API that abstracts the renderer so that adding scripting and physics is easier later.
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