add fog on objects
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1b7e6d9bb1
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deec0c2300
@ -10,8 +10,24 @@ in vec3 fragPos;
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in vec3 interpNormal;
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in vec2 interpTexCoord;
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float near = 0.02f;
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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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float depth = logisticDepth(gl_FragCoord.z, 0.1f, 3.0f);
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vec3 lightDir = normalize(lightPos-fragPos);
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vec3 V = normalize(cameraPos-fragPos);
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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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@ -21,6 +37,6 @@ void main()
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vec3 R = reflect(-normalize(lightDir),normal);
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float ambient = 0.2;
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float specular = pow(max(0,dot(R,V)),1000);
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gl_FragColor = vec4(color*(ambient + (1-ambient)*diffuse)+vec3(1)*specular*0.2, 1.0);
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gl_FragColor = vec4(color*(ambient + (1-ambient)*diffuse)+vec3(1)*specular*0.2, 1.0) * (1.0f - depth) + vec4(depth * vec3(0.0f, 0.109f, 0.447f), 1.0f);;
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}
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@ -258,9 +258,6 @@ void drawObjectColor(Core::RenderContext context, glm::mat4 modelMatrix, glm::ve
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glUseProgram(program);
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glUniform3f(glGetUniformLocation(program, "objectColor"), color.x, color.y, color.z);
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glUniform3f(glGetUniformLocation(program, "lightDir"), lightDir.x, lightDir.y, lightDir.z);
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glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(program, "modelViewProjectionMatrix"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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@ -293,7 +290,9 @@ void renderScene()
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cameraMatrix = createCameraMatrix();
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perspectiveMatrix = Core::createPerspectiveMatrix();
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glClearColor(0.219f, 0.407f, 0.658f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
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glUseProgram(skyboxProgram);
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glUniform1i(glGetUniformLocation(skyboxProgram, "skybox"), 0);
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