#include "scene/scene.h" #include "shader/refractionshader.h" RefractionShader::RefractionShader(float indexInside, float indexOutside) : indexInside(indexInside), indexOutside(indexOutside) {} Color RefractionShader::shade(Scene const &scene, Ray const &ray) const { // IMPLEMENT ME // Calculate the refracted ray using the surface normal vector and // indexInside, indexOutside // Also check for total internal reflection // Send out a new refracted ray into the scene; recursively call traceRay() return Color(1, 0, 0); } bool RefractionShader::isTransparent() const { return true; }