GLSL refract problem [SOLVED]

Hi
I have a problem conserning the refract function in GLSL. Im going to simulate a water bubble, and thus need to “blend” a sphere.

Some code from texture generation (used in the skybox):

    glTexGeni(GL_S, GL_TEXTURE_GEN_MODE,GL_REFLECTION_MAP);
    glTexGeni(GL_T, GL_TEXTURE_GEN_MODE,GL_REFLECTION_MAP);
    glTexGeni(GL_R, GL_TEXTURE_GEN_MODE,GL_REFLECTION_MAP);
	glTexParameteri(GL_TEXTURE_CUBE_MAP,GL_TEXTURE_WRAP_S,GL_REPEAT);
	glTexParameteri(GL_TEXTURE_CUBE_MAP,GL_TEXTURE_WRAP_T,GL_REPEAT);
	glTexParameteri(GL_TEXTURE_CUBE_MAP,GL_TEXTURE_WRAP_R,GL_REPEAT);
	glTexParameteri(GL_TEXTURE_CUBE_MAP,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
	glTexParameteri(GL_TEXTURE_CUBE_MAP,GL_TEXTURE_MIN_FILTER,GL_NEAREST);

I disable texture (and texture gen.) when I draw the sphere (glutSolidSphere).

Vertex shader code:


varying vec3 RF;

void main()
{
  vec4 eyePos = gl_ModelViewMatrix * gl_Vertex;
  vec3 N = normalize(gl_NormalMatrix * gl_Normal);
  RF = refract(-E, N, 0.67);
  gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

0.67 = indices of refraction between water and air.

Fragment shader code:


varying vec3 RF;
uniform samplerCube env;

void main()
{
  gl_FragColor = textureCube(env, RF);
}

The cubemap is getting mapped (upside down though), but the sphere is opaque.

I have a NVIDIA GeForce 9600M GT graphics card, if that does matter.

Solved the problem by making my own refract function. Turned out that the refract function implemented worked as it was supposed to. The only problem was that it didnt “blend” the sphere as I wanted it to blend :stuck_out_tongue: