Snell's Law Calculator – Refraction, Critical Angle and Fresnel Reflection
Light changes direction when it crosses between two transparent media because its phase velocity changes. This Snell's law calculator works that bend out in both directions: give it two refractive indices and one angle and it returns the other angle, or give it two measured angles and it returns the unknown refractive indexand names the material closest to it. Every derived figure an optics problem usually asks for next — the critical angle, the Brewster angle, the speed and wavelength of light on each side, the reflected share of the energy and the sideways shift through a window — is computed from the same unrounded answer.
The law itself
With both angles measured from the normal— the line perpendicular to the surface, never the surface itself — the Snell–Descartes relation is
n₁ · sin θ₁ = n₂ · sin θ₂
Because it is a single equation in four quantities, knowing any three fixes the fourth. Entering air (n = 1.000293) into water (n = 1.333) at 40° gives θ₂ = 28.902°: the ray bends toward the normal because it slowed down. Run it the other way and the ray bends away. The refractive index is just n = c/v, so n = 1.333 means light crawls through water at 2.249 × 10⁸ m/s, three quarters of its vacuum speed.
Total internal reflection and the critical angle
Going from dense to rare, (n₁/n₂) · sin θ₁can exceed 1, and the arcsine has no real solution. That is not an arithmetic failure — it is the physics telling you no refracted ray exists. The cutoff is
θ_c = arcsin(n₂ / n₁)
which is 41.24° for crown glass into air and 24.4° for diamond. Past it the interface becomes a loss-free mirror with no coating at all. Optical fibre, prism binoculars, periscopes, light pipes and the deep sparkle of a well-proportioned brilliant cut are all built on this one effect. Below the cutoff the calculator tells you how many degrees of margin remain.
How much light actually gets through
Snell's law gives the direction; the Fresnel equations give the share. At normal incidence an air–glass surface reflects about 4 %, which is why an uncoated camera lens with ten elements loses a third of its light. As the angle grows, the s-polarized reflectance climbs steadily, while the p-polarized component drops to exactly zero at the Brewster angle θ_B = arctan(n₂/n₁) — about 56° for glass. Everything reflected there is s-polarized, which is exactly what a polarizing filter is rotated to remove when you shoot through a shop window or across a lake.
Slabs, apparent depth and everyday refraction
A ray crossing a parallel-sided slab exits parallel to the way it came in, but displaced sideways by d = t · sin(θ₁ − θ₂) / cos θ₂. Ten millimetres of BK7 at 30° shifts a laser beam by 3.41 mm— enough to matter in an alignment budget. The same geometry explains why a pool looks shallower than it is: viewed near the vertical, an object appears at n₂/n₁ of its real depth, three quarters for water. It is also why a straw looks broken at the waterline and why the sun stays visible for a couple of minutes after it has geometrically set.
The multi-layer mode chains up to ten media in sequence and traces the ray through every boundary, flagging the first one that reflects it totally. Because n · sin θis conserved across the whole stack, the exit angle depends only on the first and last media, never on what sits between them — a result worth checking against your own working, and one the step-by-step panel makes explicit.