diff --git a/grk/cw 6/shaders/shader_sun.frag b/grk/cw 6/shaders/shader_sun.frag index eb72528..009034f 100644 --- a/grk/cw 6/shaders/shader_sun.frag +++ b/grk/cw 6/shaders/shader_sun.frag @@ -7,6 +7,8 @@ uniform vec3 cameraPos; uniform bool atmosphereCheck; +uniform float time; + in vec3 vecNormal; in vec3 worldPos; in vec2 vtc; @@ -15,6 +17,8 @@ out vec4 outColor; uniform sampler2D colorTexture; +vec4 noiseColor; + vec3 toneMapping(vec3 color) { float exposure = 0.06; @@ -22,6 +26,76 @@ vec3 toneMapping(vec3 color) return mapped; } +float random (in vec2 _st) { + return fract(sin(dot(_st.xy, + vec2(-0.550,0.430)))* + 43758.5453123); +} + +float noise (in vec2 _st) { + vec2 i = floor(_st); + vec2 f = fract(_st); + + 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 NUM_OCTAVES 5 + +float fbm ( in vec2 _st) { + float v = 0.0; + float a = 0.5; + vec2 shift = vec2(100.0); + + mat2 rot = mat2(cos(0.5), sin(0.5), + -sin(0.5), cos(0.5)); + for (int i = 0; i < NUM_OCTAVES; ++i) { + v += a * noise(_st); + _st = rot * _st * 2.0 + shift; + a *= 0.9; + } + return v; +} + +vec4 noiseTexture(float time) { + vec2 st = vtc.xy * 9.; + vec3 color = vec3(0.0); + + vec2 q = vec2(0.); + q.x = fbm(st + 0.0 * time); + q.y = fbm(st + vec2(1.0)); + + vec2 r = vec2(0.); + r.x = fbm(st + 1.0 * q + vec2(1.7, 9.2) + 0.15 * time); + r.y = fbm(st + 1.0 * q + vec2(8.3, 2.8) + 0.12 * time); + + float f = fbm(st+r); + + color = mix(vec3(0.667,0.640,0.088), + vec3(0.667,0.520,0.134), + clamp((f*f)*4.640,0.712,0.056)); + + color = mix(color, + vec3(0.165,0.006,0.023), + clamp(length(q),0.072,0.408)); + + color = mix(color, + vec3(1.000,0.069,0.060), + clamp(length(r.x),0.0,1.0)); + + noiseColor = vec4((f*f*f+1.384*f*f+1.044*f)*color,1.); + + return noiseColor; +} + void main() { vec3 normal = normalize(vecNormal); @@ -36,10 +110,16 @@ void main() textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 3)); } - vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 25; - vec3 toneMappedColor = toneMapping(textureColor * distance); + vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 15; + + vec4 textureNoise = noiseTexture(time); + //vec3 mixedTexture = mix(textureColor, textureNoise, textureNoise.r); + //vec3 toneMappedColor = toneMapping(mixedTexture * distance); + vec3 toneMappedColor = toneMapping(textureNoise.rgb * distance); //gamma correction toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2)); - outColor = vec4(toneMappedColor * lightColor * 0.2f, 1.0); + vec3 textureToned = toneMappedColor * lightColor * 0.2f; + + outColor = vec4(textureToned, 1.0); } \ No newline at end of file diff --git a/grk/cw 6/src/Planet.hpp b/grk/cw 6/src/Planet.hpp index 4a514b2..18031fb 100644 --- a/grk/cw 6/src/Planet.hpp +++ b/grk/cw 6/src/Planet.hpp @@ -38,7 +38,7 @@ float planetRot = 0.f; float planetRough = 0.5f; float planetMetal = 0.5f; -const char* const sunTexPaths[] = { "./textures/suns/sol.jpg", "./textures/suns/orange.jpg", "./textures/suns/lava.png", "./textures/suns/star.png", "./textures/suns/sun.jpg" }; +const char* const sunTexPaths[] = { "./textures/suns/lava.png", "./textures/suns/sol.jpg", "./textures/suns/orange.jpg", "./textures/suns/star.png", "./textures/suns/sun.jpg" }; int sunTexIndex = 20; GLuint sunTex; @@ -227,6 +227,7 @@ void drawSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z); glUniform1i(glGetUniformLocation(programSun, "atmosphereCheck"), atmosphereCheck); + glUniform1f(glGetUniformLocation(programSun, "time"), glfwGetTime()); Core::DrawContext(context); glUseProgram(0); @@ -264,8 +265,9 @@ void renderScene(GLFWwindow* window) { //rysowanie słońca glm::mat4 sunScale = glm::scale(glm::vec3(sunSize)); glm::mat4 sunTranslate = glm::translate(sunPos); + glm::mat4 sunRotate = glm::rotate(180.f, glm::vec3(0, 1, 0)); - drawSun(sphereContext, sunTranslate * sunScale, sunTex); + drawSun(sphereContext, sunTranslate * sunRotate * sunScale, sunTex); //rysowanie skyboxa skyBoxPos = cameraPos;