diff --git a/grk/cw 6/grk-cw6.vcxproj b/grk/cw 6/grk-cw6.vcxproj
index 98c4fe8..b72c008 100644
--- a/grk/cw 6/grk-cw6.vcxproj
+++ b/grk/cw 6/grk-cw6.vcxproj
@@ -40,7 +40,7 @@
-
+
diff --git a/grk/cw 6/grk-cw6.vcxproj.filters b/grk/cw 6/grk-cw6.vcxproj.filters
index 7131fb3..20f4270 100644
--- a/grk/cw 6/grk-cw6.vcxproj.filters
+++ b/grk/cw 6/grk-cw6.vcxproj.filters
@@ -109,7 +109,7 @@
Shader Files
-
+
Shader Files
diff --git a/grk/cw 6/shaders/shader_smap.frag b/grk/cw 6/shaders/shader_smap.frag
deleted file mode 100644
index 8ec9a97..0000000
--- a/grk/cw 6/shaders/shader_smap.frag
+++ /dev/null
@@ -1,80 +0,0 @@
-#version 430 core
-
-float PI = 3.14159f;
-
-uniform sampler2D colorTexture;
-
-uniform float exposition;
-
-in vec3 vecNormal;
-in vec3 worldPos;
-in vec2 vtc;
-
-out vec4 outColor;
-
-in vec3 viewDirTS;
-in vec3 lightDirTS;
-in vec3 sunDirTS;
-
-uniform float u_time;
-float pi = 3.14159;
-// 2D Random
-float random (in vec2 st) {
- return fract(sin(dot(st.xy,
- vec2(12.9898,78.233)))
- * 43758.5453123);
-}
-
-// 2D Noise 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 randA = vec2(a *2.0 *pi);
- vec2 randB = vec2(b *2.0 *pi);
- vec2 randC = vec2(c *2.0 *pi);
- vec2 randD = vec2(d *2.0 *pi);
-
- vec2 offsetA = a-st;
- vec2 offsetB = b-st;
- vec2 offsetC = c-st;
- vec2 offsetD = d-st;
-
- offsetA = offsetA*randA;
- offsetB = offsetB*randB;
- offsetC = offsetC*randC;
- offsetD = offsetD*randD;
-
- float resA = smoothstep(offsetA.x,offsetA.y, f.y);
- float resB = smoothstep(offsetB.x,offsetB.y, f.y);
- float resC = smoothstep(offsetC.x,offsetC.y, f.y);
- float resD = smoothstep(offsetD.x,offsetD.y, f.y);
-
- vec2 u = smoothstep(0.,1.,f);
-
-
- float ab= mix(a, b, u.x);
- float cd = mix(c, d, u.x);
- return mix(ab,cd,u.y);
-
-}
-
-void main()
-{
-
- vec2 st = vtc;
- vec2 pos = vec2(st*3.776);
-
- // Use the noise function
- float n = 1.836 * 0.676*noise(pos*2.576);
- n = smoothstep(-0.096, 1.176, n);
-
- outColor = vec4(vec3(n), 1);
-}
diff --git a/grk/cw 6/src/Planet.hpp b/grk/cw 6/src/Planet.hpp
index c270ccc..ed7ed58 100644
--- a/grk/cw 6/src/Planet.hpp
+++ b/grk/cw 6/src/Planet.hpp
@@ -325,12 +325,12 @@ void init(GLFWwindow* window) {
//initDepthMap();
initHDR();
- programDepth = shaderLoader.CreateProgram("shaders/shader_smap.vert", "shaders/shader_smap.frag");
+ //programDepth = shaderLoader.CreateProgram("shaders/shader_smap.vert", "shaders/shader_smap.frag");
programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
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_smap.frag");
+ programNoise = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_noise.frag");
loadModelToContext("./models/sphere.obj", sphereContext);
loadModelToContext("./models/cube.obj", cubeContext);