good enough

This commit is contained in:
XsedoX 2023-02-11 13:24:00 +01:00
parent 191448773f
commit a56122ee64
11 changed files with 6 additions and 6 deletions

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@ -2,7 +2,7 @@
uniform vec3 iResolution; uniform vec3 iResolution;
//uniform vec3 cameraPos; //uniform vec3 cameraPos;
//uniform vec3 cameraDir; //uniform vec3 cameraDir;
//uniform mat3 camMat; uniform mat3 camMat;
uniform sampler2D iChannel1; uniform sampler2D iChannel1;
uniform samplerCube iChannel0; uniform samplerCube iChannel0;
uniform float time; uniform float time;
@ -88,7 +88,7 @@ float sdf( vec3 p ) {
vec3 n = vec3(sin(time * 0.5), sin(time * 0.3), cos(time * 0.2)); vec3 n = vec3(sin(time * 0.5), sin(time * 0.3), cos(time * 0.2));
vec3 q = 0.1 * (noise3(p + n) - 0.5); vec3 q = 0.1 * (noise3(p + n) - 0.5);
return length(q + p) - 0.5; return length(q + p) - 3.5;
} }
vec3 fresnel( vec3 rd, vec3 norm, vec3 n2 ) { vec3 fresnel( vec3 rd, vec3 norm, vec3 n2 ) {
@ -252,7 +252,7 @@ void main()
for (int samp = 0; samp < AA_SAMPLES; samp++) { for (int samp = 0; samp < AA_SAMPLES; samp++) {
vec2 dxy = dh * vec2(cos(float(samp) * rads), sin(float(samp) * rads)); vec2 dxy = dh * vec2(cos(float(samp) * rads), sin(float(samp) * rads));
vec3 rd = normalize(vec3(p.xy + dxy, 1.5)); // 1.5 is the lens length vec3 rd = normalize(camMat * vec3(p.xy + dxy, 1.5)); // 1.5 is the lens length
vec3 pos = bubblePosition.xyz; vec3 pos = bubblePosition.xyz;
bool hit = false; bool hit = false;
for (int j = 0; j < ITERATIONS; j++) { for (int j = 0; j < ITERATIONS; j++) {

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@ -244,7 +244,7 @@ void drawBubble(glm::mat4 transformSphere) {
glUniform1f(glGetUniformLocation(programBubble, "time"), time); glUniform1f(glGetUniformLocation(programBubble, "time"), time);
//glUniform3f(glGetUniformLocation(programBubble, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z); //glUniform3f(glGetUniformLocation(programBubble, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
//glUniform3f(glGetUniformLocation(programBubble, "cameraDir"), cameraDir.x, cameraDir.y, cameraDir.z); //glUniform3f(glGetUniformLocation(programBubble, "cameraDir"), cameraDir.x, cameraDir.y, cameraDir.z);
//glUniformMatrix3fv(glGetUniformLocation(programBubble, "camMat"), 1, GL_FALSE, (float*)&glm::mat3(bubbleSkyboxViewMatrix/)); glUniformMatrix3fv(glGetUniformLocation(programBubble, "camMat"), 1, GL_FALSE, (float*)&glm::mat3(bubbleSkyboxViewMatrix));
Core::SetActiveTexture(bubbleTexture0, "iChannel0", programBubble, 1); Core::SetActiveTexture(bubbleTexture0, "iChannel0", programBubble, 1);
glBindTexture(GL_TEXTURE_CUBE_MAP, bubbleTexture0); glBindTexture(GL_TEXTURE_CUBE_MAP, bubbleTexture0);
@ -363,11 +363,11 @@ void renderScene(GLFWwindow* window)
drawObjectPBR(models::deskContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f); drawObjectPBR(models::deskContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f);
drawObjectPBR(models::doorContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f); drawObjectPBR(models::doorContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectPBR(models::drawerContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f); drawObjectPBR(models::drawerContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f);
//drawObjectPBR(models::marbleBustContext, glm::mat4(), glm::vec3(1.f, 1.f, 1.f), 0.5f, 1.0f); drawObjectPBR(models::marbleBustContext, glm::mat4(), glm::vec3(1.f, 1.f, 1.f), 0.5f, 1.0f);
drawObjectPBR(models::materaceContext, glm::mat4(), glm::vec3(0.9f, 0.9f, 0.9f), 0.8f, 0.0f); drawObjectPBR(models::materaceContext, glm::mat4(), glm::vec3(0.9f, 0.9f, 0.9f), 0.8f, 0.0f);
drawObjectPBR(models::pencilsContext, glm::mat4(), glm::vec3(0.10039f, 0.018356f, 0.001935f), 0.1f, 0.0f); drawObjectPBR(models::pencilsContext, glm::mat4(), glm::vec3(0.10039f, 0.018356f, 0.001935f), 0.1f, 0.0f);
drawObjectPBR(models::planeContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f); drawObjectPBR(models::planeContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
//drawObjectPBR(models::roomContext, glm::mat4(), glm::vec3(0.9f, 0.9f, 0.9f), 0.8f, 0.0f); drawObjectPBR(models::roomContext, glm::mat4(), glm::vec3(0.9f, 0.9f, 0.9f), 0.8f, 0.0f);
drawObjectPBR(models::windowContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f); drawObjectPBR(models::windowContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f))); glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));

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