szum słońca
This commit is contained in:
parent
1428722dc6
commit
fda254b25e
@ -7,6 +7,8 @@ uniform vec3 cameraPos;
|
|||||||
|
|
||||||
uniform bool atmosphereCheck;
|
uniform bool atmosphereCheck;
|
||||||
|
|
||||||
|
uniform float time;
|
||||||
|
|
||||||
in vec3 vecNormal;
|
in vec3 vecNormal;
|
||||||
in vec3 worldPos;
|
in vec3 worldPos;
|
||||||
in vec2 vtc;
|
in vec2 vtc;
|
||||||
@ -15,6 +17,8 @@ out vec4 outColor;
|
|||||||
|
|
||||||
uniform sampler2D colorTexture;
|
uniform sampler2D colorTexture;
|
||||||
|
|
||||||
|
vec4 noiseColor;
|
||||||
|
|
||||||
vec3 toneMapping(vec3 color)
|
vec3 toneMapping(vec3 color)
|
||||||
{
|
{
|
||||||
float exposure = 0.06;
|
float exposure = 0.06;
|
||||||
@ -22,6 +26,76 @@ vec3 toneMapping(vec3 color)
|
|||||||
return mapped;
|
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()
|
void main()
|
||||||
{
|
{
|
||||||
vec3 normal = normalize(vecNormal);
|
vec3 normal = normalize(vecNormal);
|
||||||
@ -36,10 +110,16 @@ void main()
|
|||||||
textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 3));
|
textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 3));
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 25;
|
vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 15;
|
||||||
vec3 toneMappedColor = toneMapping(textureColor * distance);
|
|
||||||
|
vec4 textureNoise = noiseTexture(time);
|
||||||
|
//vec3 mixedTexture = mix(textureColor, textureNoise, textureNoise.r);
|
||||||
|
//vec3 toneMappedColor = toneMapping(mixedTexture * distance);
|
||||||
|
vec3 toneMappedColor = toneMapping(textureNoise.rgb * distance);
|
||||||
//gamma correction
|
//gamma correction
|
||||||
toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
|
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);
|
||||||
}
|
}
|
@ -38,7 +38,7 @@ float planetRot = 0.f;
|
|||||||
float planetRough = 0.5f;
|
float planetRough = 0.5f;
|
||||||
float planetMetal = 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;
|
int sunTexIndex = 20;
|
||||||
GLuint sunTex;
|
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);
|
glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
|
||||||
|
|
||||||
glUniform1i(glGetUniformLocation(programSun, "atmosphereCheck"), atmosphereCheck);
|
glUniform1i(glGetUniformLocation(programSun, "atmosphereCheck"), atmosphereCheck);
|
||||||
|
glUniform1f(glGetUniformLocation(programSun, "time"), glfwGetTime());
|
||||||
|
|
||||||
Core::DrawContext(context);
|
Core::DrawContext(context);
|
||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
@ -264,8 +265,9 @@ void renderScene(GLFWwindow* window) {
|
|||||||
//rysowanie słońca
|
//rysowanie słońca
|
||||||
glm::mat4 sunScale = glm::scale(glm::vec3(sunSize));
|
glm::mat4 sunScale = glm::scale(glm::vec3(sunSize));
|
||||||
glm::mat4 sunTranslate = glm::translate(sunPos);
|
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
|
//rysowanie skyboxa
|
||||||
skyBoxPos = cameraPos;
|
skyBoxPos = cameraPos;
|
||||||
|
Loading…
Reference in New Issue
Block a user