Returns the refraction vector given the entering ray direction i, the surface normal n, and the refraction index ri. If the angle between i and n is too great for a given eta, refract returns (0,0,0).
ret refract(i, n, ri) |
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Where:
Name | In/Out | Template Type | Component Type | Size |
---|---|---|---|---|
i | in | vector | float | any |
n | in | vector | float | same dimension(s) as input i |
ri | in | scalar | float | 1 |
refraction vector | out | vector | float | same dimension(s) as input i |
This intrinsic function is supported in the following (or above) shader versions:
Vertex Shader | Pixel Shader |
---|---|
vs_1_1 | ps_2_0 |