szum kolorkowy
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@ -1,6 +1,6 @@
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#version 430 core
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#version 430 core
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float PI = 3.14159f;
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/*float PI = 3.14159f;
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uniform sampler2D colorTexture;
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uniform sampler2D colorTexture;
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@ -71,10 +71,152 @@ void main()
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vec2 st = vtc;
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vec2 st = vtc;
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vec2 pos = vec2(st*3.776);
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vec2 pos = vec2(st*3.776);
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pos.x -= u_time * 0.07;
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// Use the noise function
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// Use the noise function
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float n = 1.836 * 0.676*noise(pos*2.576);
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float n = 1.836 * 0.676*noise(pos*2.576);
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n = smoothstep(-0.096, 1.176, n);
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n = smoothstep(-0.096, 1.176, n);
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outColor = vec4(vec3(n), 1);
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outColor = vec4(vec3(n), 1);
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}
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}
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*/
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out vec4 outColor;
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uniform float u_time;
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in vec2 vtc;
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float random (in vec2 _st) {
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return fract(sin(dot(_st.xy,
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vec2(12.9898,78.233)))*
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43758.5453123);
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}
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// Based on Morgan McGuire @morgan3d
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// https://www.shadertoy.com/view/4dS3Wd
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float noise (in vec2 _st) {
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vec2 i = floor(_st);
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vec2 f = fract(_st);
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// Four corners in 2D of a tile
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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#define NUM_OCTAVES 5
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float fbm ( in vec2 _st) {
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float v = 0.0;
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float a = 0.5;
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vec2 shift = vec2(100.0);
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// Rotate to reduce axial bias
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mat2 rot = mat2(cos(0.5), sin(0.5),
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-sin(0.5), cos(0.50));
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for (int i = 0; i < NUM_OCTAVES; ++i) {
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v += a * noise(_st);
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_st = rot * _st * 3.0 + shift;
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a *= 0.6;
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}
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return v;
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}
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void main() {
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vec2 st = vtc;
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// st += st * abs(sin(u_time*0.1)*3.0);
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vec3 color = vec3(0.0);
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vec2 q = vec2(0.);
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q.x = fbm( st + 0.00*u_time);
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q.y = fbm( st + vec2(1.0));
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vec2 r = vec2(0.);
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r.x = fbm( st + 1.0*q + vec2(1.7,9.2)+ 0.15*u_time );
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r.y = fbm( st + 1.0*q + vec2(8.3,2.8)+ 0.126*u_time);
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float f = fbm(st+r);
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color = mix(vec3(0.101961,0.619608,0.666667),
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vec3(0.666667,0.666667,0.498039),
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clamp((f*f)*4.0,0.0,1.0));
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color = mix(color,
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vec3(0.995,0.077,0.220),
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clamp(length(q),0.0,1.0));
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color = mix(color,
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vec3(1.000,0.925,0.132),
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clamp(length(r.x),0.0,1.0));
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outColor = vec4((f*f*f+.9*f*f+.9*f)*color,1.);
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}
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/*
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uniform float u_time;
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out vec4 outColor;
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in vec2 vtc;
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in vec3 worldPos;
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vec2 u_resolution = vec2(1024, 1024);
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float random (in vec2 st) {
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))*
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43758.5453123);
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}
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// Based on Morgan McGuire @morgan3d
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// https://www.shadertoy.com/view/4dS3Wd
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float noise (in vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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// Four corners in 2D of a tile
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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#define OCTAVES 6
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float fbm (in vec2 st) {
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// Initial values
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float value = 0.0;
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float amplitude = .5;
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float frequency = 0.;
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//
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// Loop of octaves
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for (int i = 0; i < OCTAVES; i++) {
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value += amplitude * noise(st);
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st *= 2.;
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amplitude *= .5;
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}
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return value;
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}
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void main() {
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vec2 st = vtc;
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//vec2 st = vtc.xy/worldPos.xy;
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//st += st * abs(sin(u_time*0.1)*10.0);
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//st.x *= worldPos.x/worldPos.y;
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vec3 color = vec3(0.0);
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color += fbm(st*3.0);
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vec3 mixedColor = mix(vec3(0.4), color, color.r);
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//color = mix(vec3(1.0), fbm(st*3.0), 0.1);
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outColor = vec4(mixedColor,1.0);
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}*/
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@ -257,12 +257,15 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t
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glUseProgram(0);
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glUseProgram(0);
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}
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}
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void drawObjectNoise(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, float roughness, float metallic) {
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void drawObjectNoise(Core::RenderContext& context, glm::mat4 modelMatrix, float time) {
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glUseProgram(programNoise);
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glUseProgram(programNoise);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(programNoise, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programNoise, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programNoise, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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glUniformMatrix4fv(glGetUniformLocation(programNoise, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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glUniform1f(glGetUniformLocation(programNoise, "u_time"), time);
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Core::DrawContext(context);
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Core::DrawContext(context);
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glUseProgram(0);
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glUseProgram(0);
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@ -279,9 +282,11 @@ void renderScene(GLFWwindow* window) {
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glm::mat4 planetRotate = glm::rotate(time * planetRot, glm::vec3(0, 1, 0));
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glm::mat4 planetRotate = glm::rotate(time * planetRot, glm::vec3(0, 1, 0));
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glm::mat4 planetTranslate = glm::translate(planetPos);
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glm::mat4 planetTranslate = glm::translate(planetPos);
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glm::mat4 cloudScale = glm::scale(glm::vec3(planetSize * 1.05f));
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//drawPlanet(sphereContext, planetTranslate * planetRotate * planetScale, planetTex);
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//drawPlanet(sphereContext, planetTranslate * planetRotate * planetScale, planetTex);
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drawObjectPBR(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, planetRough, planetMetal);
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drawObjectPBR(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, planetRough, planetMetal);
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drawObjectNoise(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, planetRough, planetMetal);
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drawObjectNoise(sphereContext, planetTranslate * planetRotate * cloudScale, time);
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//rysowanie słońca
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//rysowanie słońca
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glm::mat4 sunScale = glm::scale(glm::vec3(sunSize));
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glm::mat4 sunScale = glm::scale(glm::vec3(sunSize));
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