diff --git a/grk/cw 6/shaders/shader_noise.frag b/grk/cw 6/shaders/shader_noise.frag index 32fa2c2..2454642 100644 --- a/grk/cw 6/shaders/shader_noise.frag +++ b/grk/cw 6/shaders/shader_noise.frag @@ -79,7 +79,7 @@ void main() outColor = vec4(vec3(n), 1); } */ - +/* out vec4 outColor; uniform float u_time; @@ -156,6 +156,8 @@ void main() { outColor = vec4((f*f*f+.9*f*f+.9*f)*color,1.); } + +*/ /* uniform float u_time; out vec4 outColor; diff --git a/grk/cw 6/shaders/shader_pbr.frag b/grk/cw 6/shaders/shader_pbr.frag index 01d6ff1..ff946fe 100644 --- a/grk/cw 6/shaders/shader_pbr.frag +++ b/grk/cw 6/shaders/shader_pbr.frag @@ -7,7 +7,7 @@ uniform sampler2D depthMap; uniform vec3 cameraPos; -uniform sampler2D colorTexture; +uniform sampler2D colorTexture; //planet texture uniform vec3 sunDir; uniform vec3 sunColor; @@ -15,10 +15,11 @@ uniform vec3 sunColor; uniform vec3 lightPos; uniform vec3 lightColor; -uniform float metallic; -uniform float roughness; +uniform float metallic; //pbr +uniform float roughness; //pbr +uniform float exposition; //pbr -uniform float exposition; +uniform float u_time; in vec3 vecNormal; in vec3 worldPos; @@ -30,6 +31,8 @@ in vec3 viewDirTS; in vec3 lightDirTS; in vec3 sunDirTS; +vec4 textureColor; + float DistributionGGX(vec3 normal, vec3 H, float roughness) { float a = roughness * roughness; @@ -104,8 +107,71 @@ vec3 toneMapping(vec3 color) return mapped; } -void main() -{ +float random (in vec2 st) { + return fract(sin(dot(st.xy, + vec2(12.9898,78.233)))* + 43758.5453123); +} + +// Based on Morgan McGuire @morgan3d +// https://www.shadertoy.com/view/4dS3Wd +float noise (in vec2 st) { + vec2 i = floor(st); + vec2 f = fract(st); + + // Four corners in 2D of a tile + float a = random(i); + float b = random(i + vec2(1.0, 0.0)); + float c = random(i + vec2(0.0, 1.0)); + float d = random(i + vec2(1.0, 1.0)); + + vec2 u = f * f * (3.0 - 2.0 * f); + + return mix(a, b, u.x) + + (c - a)* u.y * (1.0 - u.x) + + (d - b) * u.x * u.y; +} + +#define OCTAVES 6 +float fbm (in vec2 st) { + // Initial values + float value = 0.0; + float amplitude = .5; + float frequency = 0.; + // + // Loop of octaves + for (int i = 0; i < OCTAVES; i++) { + value += amplitude * noise(st); + st *= 2.; + amplitude *= .5; + } + return value; +} + +vec4 noiseColor() { + vec2 st = vtc; + float cloudIntensity = 15.0; + + // Efekt lustrzanego odbicia + vec2 mirroredSt = vec2(1.0 - st.x, st.y); + vec3 mirroredColor = vec3(0.0); + mirroredColor += fbm(mirroredSt * cloudIntensity); + + // Efekt oryginalny + vec3 color = vec3(0.0); + color += fbm(st * cloudIntensity); + + // Dodaj gradientowe mieszanie między oryginałem a lustrzanym odbiciem + float gradient = smoothstep(0.45, 0.55, st.x); + vec3 finalColor = mix(color, mirroredColor, gradient); + + vec4 noiseColor = vec4(finalColor, 1.0); + + return noiseColor; +} + + +void main() { vec3 normal = normalize(vecNormal); vec3 viewDir = normalize(cameraPos - worldPos); @@ -128,5 +194,11 @@ void main() //sun illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, toneMappedColor); - outColor = vec4(vec3(1.0) - exp(-illumination * exposition), 1); + textureColor = vec4(vec3(1.0) - exp(-illumination * exposition), 1); + + vec4 noiseColor = noiseColor(); + + vec3 mixedColor = mix(textureColor.rgb, noiseColor.rgb, noiseColor.r); + + outColor = vec4(mixedColor * min(1, AMBIENT + diffuse), 1.0); } diff --git a/grk/cw 6/src/Planet.hpp b/grk/cw 6/src/Planet.hpp index 10b126f..fefc815 100644 --- a/grk/cw 6/src/Planet.hpp +++ b/grk/cw 6/src/Planet.hpp @@ -232,7 +232,7 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint text glUseProgram(0); } -void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, float roughness, float metallic) { +void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, float roughness, float metallic, float time) { glUseProgram(programPbr); Core::SetActiveTexture(texture, "colorTexture", programPbr, 0); glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix(); @@ -252,6 +252,7 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t glUniform3f(glGetUniformLocation(programPbr, "lightPos"), sunPos.x, sunPos.y, sunPos.z); glUniform3f(glGetUniformLocation(programPbr, "lightColor"), lightColor.x, lightColor.y, lightColor.z); + glUniform1f(glGetUniformLocation(programNoise, "u_time"), time); Core::DrawContext(context); glUseProgram(0); @@ -285,8 +286,8 @@ void renderScene(GLFWwindow* window) { glm::mat4 cloudScale = glm::scale(glm::vec3(planetSize * 1.05f)); //drawPlanet(sphereContext, planetTranslate * planetRotate * planetScale, planetTex); - drawObjectPBR(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, planetRough, planetMetal); - drawObjectNoise(sphereContext, planetTranslate * planetRotate * cloudScale, time); + drawObjectPBR(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, planetRough, planetMetal, time); + //drawObjectNoise(sphereContext, planetTranslate * planetRotate * cloudScale, time); //rysowanie sĹ‚oĹ„ca glm::mat4 sunScale = glm::scale(glm::vec3(sunSize)); @@ -335,7 +336,7 @@ void init(GLFWwindow* window) { programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag"); programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag"); programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag"); - programNoise = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_noise.frag"); + //programNoise = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_noise.frag"); loadModelToContext("./models/sphere.obj", sphereContext); loadModelToContext("./models/cube.obj", cubeContext);