I try to simulate light reflection, refraction, etc. in a fish tank and I need water material and glass material.
Actually I use no water and a phong material for the glass because I haven't found better for now, a testing demo can be see here: http://ledohm.free.fr/test_webgl/
For the water I don't need to simulate the waves, which means I can use the same material as the glass but with differents values for opacity, reflexion and refractive index.
I've found this example which seems to perfectly simulate glass but I don't understand how to adapt the material for my needs. From what I understood the refraction is computed from the envMap but I've no texture. I just want a wall of glass which simulate reflexion/refraction/... like in the reality as much as possible. How I can create (or find) a material like this?
Edit 1:
green: water total internal reflection
red: glass reflection
1: refracted by water
2: refracted by water + glass
3 & 4: lost
Edit 2:
Thanks to this tutorial I've unsdertood how shaders works and more specifically this example but, if I understand correctly, I can't use a shader to simulate light in a material with a thickness because shaders apply only on the surfaces of a mesh, I'm right?