added fog
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846eff8b11
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410c62baa9
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@ -39,6 +39,8 @@
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<None Include="shaders\shader_color.vert" />
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<None Include="shaders\shader_tex.frag" />
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<None Include="shaders\shader_tex.vert" />
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<None Include="shaders\skybox.frag" />
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<None Include="shaders\skybox.vert" />
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{10701B86-9B0B-46A1-85DA-6238CBCC507B}</ProjectGuid>
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@ -97,5 +97,11 @@
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<None Include="shaders\shader_tex.vert">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\skybox.frag">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\skybox.vert">
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<Filter>Shader Files</Filter>
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</None>
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</ItemGroup>
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</Project>
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@ -6,11 +6,27 @@ uniform vec3 lightDir;
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in vec3 interpNormal;
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in vec2 interpTexCoord;
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float near = 00.01f;
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float far = 100.0f;
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float linearizeDepth(float depth)
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{
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return (2.0 * near * far) / (far + near - (depth * 2.0 - 1.0) * (far - near));
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}
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float logisticDepth(float depth, float steepness, float offset)
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{
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float zVal = linearizeDepth(depth);
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return (1 / (1 + exp(-steepness * (zVal - offset))));
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}
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void main()
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{
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vec2 modifiedTexCoord = vec2(interpTexCoord.x, 1.0 - interpTexCoord.y); // Poprawka dla tekstur Ziemi, ktore bez tego wyswietlaja sie 'do gory nogami'
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vec3 color = texture2D(textureSampler, modifiedTexCoord).rgb;
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vec3 normal = normalize(interpNormal);
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float diffuse = max(dot(normal, -lightDir), 0.0);
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gl_FragColor = vec4(color * diffuse, 1.0);
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}
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float depth = logisticDepth(gl_FragCoord.z, 0.5f, 4.0f);
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gl_FragColor = vec4(color * diffuse, 1.0) * (1.0f - depth) + vec4(depth * vec3(5.0f/255.0f, 35.0f/255.0f, 95.0f/255.0f), 1.0f);
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}
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@ -6,7 +6,23 @@ in vec3 texCoords;
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uniform samplerCube skybox;
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float near = 00.01f;
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float far = 10.f;
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float linearizeDepth(float depth)
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{
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return (2.0 * near * far) / (far + near - (depth * 2.0 - 1.0) * (far - near));
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}
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float logisticDepth(float depth, float steepness, float offset)
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{
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float zVal = linearizeDepth(depth);
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return (1 / (1 + exp(-steepness * (zVal - offset))));
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}
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void main()
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{
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FragColor = texture(skybox, texCoords);
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float depth = logisticDepth(gl_FragCoord.z, 0.5f, 4.0f);
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FragColor = texture(skybox, texCoords) * (1.0f - depth) + vec4(depth * vec3(5.0f/255.0f, 35.0f/255.0f, 95.0f/255.0f), 1.0f);
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}
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@ -365,12 +365,12 @@ void renderScene()
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}
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// narysuj teren z pliku terenu
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drawObjectTexture(terrainContext, glm::translate(glm::vec3(0, -20, 0)) * glm::rotate(glm::radians(90.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(1.5f)), textureGround);
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drawObjectTexture(terrainContext, glm::translate(glm::vec3(130, -20, 0)) * glm::rotate(glm::radians(90.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(1.5f)), textureGround);
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drawObjectTexture(terrainContext, glm::translate(glm::vec3(-130, -20, 0)) * glm::rotate(glm::radians(90.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(1.5f)), textureGround);
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//drawObjectTexture(terrainContext, glm::translate(glm::vec3(0, -20, 0)) * glm::rotate(glm::radians(90.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(1.5f)), textureGround);
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//drawObjectTexture(terrainContext, glm::translate(glm::vec3(130, -20, 0)) * glm::rotate(glm::radians(90.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(1.5f)), textureGround);
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//drawObjectTexture(terrainContext, glm::translate(glm::vec3(-130, -20, 0)) * glm::rotate(glm::radians(90.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(1.5f)), textureGround);
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// narysuj p³ask¹ powierzchniê
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//drawPlaneTexture(planeContext, glm::rotate(glm::radians(120.f), glm::vec3(1.f, 1.f, 1.f)), textureGround);
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drawPlaneTexture(planeContext, glm::rotate(glm::radians(120.f), glm::vec3(1.f, 1.f, 1.f)), textureGround);
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// rysowanie skyboxa
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drawObjectSkybox(skyboxContext);
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@ -441,7 +441,7 @@ void init()
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textureFish = Core::LoadTexture("textures/TropicalFish01.jpg");
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textureBubble = Core::LoadTexture("textures/bubble.png");
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textureShip = Core::LoadTexture("textures/txt-subm-1.jpg");
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textureGround = Core::LoadTexture("textures/terrain.jpg");
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textureGround = Core::LoadTexture("textures/ground.jpg");
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// SKYBOX
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// Create VAO, VBO, and EBO for the skybox
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