próby ruszania chmurami - usunięcie linii przy połączeniu chmur
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@ -1,164 +1,5 @@
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#version 430 core
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/*float PI = 3.14159f;
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uniform sampler2D colorTexture;
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uniform float exposition;
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in vec3 vecNormal;
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in vec3 worldPos;
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in vec2 vtc;
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out vec4 outColor;
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in vec3 viewDirTS;
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in vec3 lightDirTS;
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in vec3 sunDirTS;
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uniform float u_time;
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float pi = 3.14159;
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// 2D Random
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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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// 2D Noise 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 randA = vec2(a *2.0 *pi);
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vec2 randB = vec2(b *2.0 *pi);
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vec2 randC = vec2(c *2.0 *pi);
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vec2 randD = vec2(d *2.0 *pi);
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vec2 offsetA = a-st;
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vec2 offsetB = b-st;
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vec2 offsetC = c-st;
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vec2 offsetD = d-st;
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offsetA = offsetA*randA;
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offsetB = offsetB*randB;
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offsetC = offsetC*randC;
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offsetD = offsetD*randD;
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float resA = smoothstep(offsetA.x,offsetA.y, f.y);
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float resB = smoothstep(offsetB.x,offsetB.y, f.y);
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float resC = smoothstep(offsetC.x,offsetC.y, f.y);
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float resD = smoothstep(offsetD.x,offsetD.y, f.y);
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vec2 u = smoothstep(0.,1.,f);
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float ab= mix(a, b, u.x);
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float cd = mix(c, d, u.x);
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return mix(ab,cd,u.y);
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}
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void main()
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{
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vec2 st = vtc;
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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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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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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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/*
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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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@ -208,17 +49,40 @@ float fbm (in vec2 st) {
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}
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void main() {
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/*
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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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float cloudIntensity = 15.0;
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// Efekt lustrzanego odbicia
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vec2 mirroredSt = vec2(1.0 - st.x, st.y);
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mirroredSt.x += u_time * 0.07;
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vec3 mirroredColor = vec3(0.0);
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mirroredColor += fbm(mirroredSt * cloudIntensity);
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st.x -= u_time * 0.07;
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// Efekt oryginalny
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vec3 color = vec3(0.0);
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color += fbm(st * cloudIntensity);
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// Dodaj gradientowe mieszanie miêdzy orygina³em a lustrzanym odbiciem
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float gradient = smoothstep(0.45, 0.55, st.x);
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vec3 finalColor = mix(color, mirroredColor, gradient);
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outColor = vec4(finalColor, 1.0);
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*/
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vec2 st = vtc;
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st.x -= u_time * 0.07;
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vec3 color = vec3(0.0);
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color += fbm(st*3.0);
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color += fbm(st*10.0);
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vec3 mixedColor = mix(vec3(0.4), color, color.r);
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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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outColor = vec4(color,1.0);
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}
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@ -24,6 +24,7 @@ uniform float u_time;
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in vec3 vecNormal;
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in vec3 worldPos;
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in vec2 vtc;
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in vec2 vtcNoise;
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out vec4 outColor;
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@ -113,8 +114,6 @@ float random (in vec2 st) {
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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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@ -148,22 +147,30 @@ float fbm (in vec2 st) {
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return value;
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}
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vec4 noiseColor() {
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vec2 st = vtc;
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vec4 noiseColor(float time) {
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float cloudIntensity = 15.0;
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// Efekt lustrzanego odbicia
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vec2 st = vtc.xy;
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vec2 mirroredSt = vec2(1.0 - st.x, st.y);
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vec3 mirroredColor = vec3(0.0);
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mirroredColor += fbm(mirroredSt * cloudIntensity);
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// Efekt oryginalny
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vec3 color = vec3(0.0);
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color += fbm(st * cloudIntensity);
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// Adjust animation to be boundary-aware
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float timeOffset = time * 0.07;
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st.x -= timeOffset;
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mirroredSt.x += timeOffset; // Inverse direction for mirrored effect
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// Dodaj gradientowe mieszanie między oryginałem a lustrzanym odbiciem
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float gradient = smoothstep(0.45, 0.55, st.x);
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vec3 finalColor = mix(color, mirroredColor, gradient);
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// Ensure wrapping or clamping based on your texture coordinates' expectations
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st.x = fract(st.x);
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mirroredSt.x = fract(mirroredSt.x);
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// Calculate cloud patterns
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vec3 color = vec3(fbm(st * cloudIntensity));
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vec3 mirroredColor = vec3(fbm(mirroredSt * cloudIntensity));
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// Dynamic gradient based on X coordinate, ensuring smooth transition
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float blend = smoothstep(0.45, 0.55, st.x); // Adjust these values as needed
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// Blend based on the dynamic gradient
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vec3 finalColor = mix(color, mirroredColor, blend);
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vec4 noiseColor = vec4(finalColor, 1.0);
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@ -196,9 +203,11 @@ void main() {
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textureColor = vec4(vec3(1.0) - exp(-illumination * exposition), 1);
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vec4 noiseColor = noiseColor();
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vec4 noiseColor = noiseColor(u_time);
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vec3 mixedColor = mix(textureColor.rgb, noiseColor.rgb, noiseColor.r);
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vec3 mixedColor = mix(textureColor.rgb, noiseColor.rgb, u_time);
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outColor = vec4(mixedColor * min(1, AMBIENT + diffuse), 1.0);
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outColor = vec4(mixedColor, 1.0);
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//outColor = vec4(mixedColor * min(1, AMBIENT + diffuse), 1.0);
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}
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@ -9,9 +9,13 @@ layout(location = 4) in vec3 vertexBitangent;
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uniform mat4 transformation;
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uniform mat4 modelMatrix;
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uniform mat4 noiseTransformation;
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uniform mat4 noiseMatrix;
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out vec3 vecNormal;
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out vec3 worldPos;
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out vec2 vtc;
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out vec2 vtcNoise;
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uniform vec3 lightPos;
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uniform vec3 cameraPos;
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@ -28,6 +32,7 @@ void main()
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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vtc = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y);
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vtcNoise = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y);
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vec3 w_tangent = normalize(mat3(modelMatrix) * vertexTangent);
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vec3 w_bitangent = normalize(mat3(modelMatrix) * vertexBitangent);
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@ -14,49 +14,6 @@
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#include <assimp/postprocess.h>
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#include <string>
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/*
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namespace texturePlanets {
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GLuint blank;
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GLuint earth;
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GLuint planet;
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GLuint mercury;
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GLuint venus;
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GLuint mars;
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GLuint alpine;
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GLuint ceres;
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GLuint eris;
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GLuint haumea;
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GLuint icy;
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GLuint jupiter;
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GLuint makemake;
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GLuint martian;
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GLuint neptune;
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GLuint saturn;
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GLuint savannah;
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GLuint swamp;
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GLuint tropical;
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GLuint uranus;
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GLuint venusian;
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GLuint volcanic;
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}
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namespace textureSuns {
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GLuint sun1;
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GLuint sun2;
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GLuint sun3;
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GLuint sun4;
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}
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namespace textureMoons {
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GLuint moon1;
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GLuint moon2;
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GLuint moon3;
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}
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namespace textureMaterials {
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GLuint clouds;
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}
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*/
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GLuint programDepth;
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GLuint programTex;
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GLuint programPbr;
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@ -232,13 +189,16 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint text
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glUseProgram(0);
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}
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void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, float roughness, float metallic, float time) {
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void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::mat4 noiseMatrix, GLuint texture, float roughness, float metallic, float time) {
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glUseProgram(programPbr);
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Core::SetActiveTexture(texture, "colorTexture", programPbr, 0);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glm::mat4 noiseTransformation = viewProjectionMatrix * noiseMatrix;
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glUniformMatrix4fv(glGetUniformLocation(programPbr, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programPbr, "noiseTransformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programPbr, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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glUniformMatrix4fv(glGetUniformLocation(programPbr, "noiseMatrix"), 1, GL_FALSE, (float*)&noiseMatrix);
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glUniform1f(glGetUniformLocation(programPbr, "exposition"), lightPower);
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@ -283,10 +243,13 @@ 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 planetTranslate = glm::translate(planetPos);
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glm::mat4 planetMatrix = planetTranslate * planetRotate * planetScale;
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glm::mat4 noiseMatrix = planetTranslate * planetScale;
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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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drawObjectPBR(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, planetRough, planetMetal, time);
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drawObjectPBR(sphereContext, planetMatrix, noiseMatrix, planetTex, planetRough, planetMetal, time);
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//drawObjectNoise(sphereContext, planetTranslate * planetRotate * cloudScale, time);
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//rysowanie słońca
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@ -336,7 +299,7 @@ void init(GLFWwindow* window) {
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programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
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programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
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//programNoise = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_noise.frag");
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programNoise = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_noise.frag");
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loadModelToContext("./models/sphere.obj", sphereContext);
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loadModelToContext("./models/cube.obj", cubeContext);
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@ -353,6 +316,7 @@ void shutdown(GLFWwindow* window) {
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shaderLoader.DeleteProgram(programPbr);
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shaderLoader.DeleteProgram(programSun);
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shaderLoader.DeleteProgram(programSkyBox);
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shaderLoader.DeleteProgram(programNoise);
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}
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//obsluga wejscia
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