szum słońca
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@ -7,6 +7,8 @@ uniform vec3 cameraPos;
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uniform bool atmosphereCheck;
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uniform float 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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@ -15,6 +17,8 @@ out vec4 outColor;
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uniform sampler2D colorTexture;
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vec4 noiseColor;
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vec3 toneMapping(vec3 color)
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{
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float exposure = 0.06;
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@ -22,6 +26,76 @@ vec3 toneMapping(vec3 color)
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return mapped;
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}
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float random (in vec2 _st) {
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return fract(sin(dot(_st.xy,
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vec2(-0.550,0.430)))*
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43758.5453123);
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}
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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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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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mat2 rot = mat2(cos(0.5), sin(0.5),
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-sin(0.5), cos(0.5));
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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 * 2.0 + shift;
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a *= 0.9;
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}
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return v;
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}
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vec4 noiseTexture(float time) {
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vec2 st = vtc.xy * 9.;
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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 + 0.0 * 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 * time);
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r.y = fbm(st + 1.0 * q + vec2(8.3, 2.8) + 0.12 * time);
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float f = fbm(st+r);
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color = mix(vec3(0.667,0.640,0.088),
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vec3(0.667,0.520,0.134),
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clamp((f*f)*4.640,0.712,0.056));
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color = mix(color,
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vec3(0.165,0.006,0.023),
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clamp(length(q),0.072,0.408));
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color = mix(color,
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vec3(1.000,0.069,0.060),
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clamp(length(r.x),0.0,1.0));
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noiseColor = vec4((f*f*f+1.384*f*f+1.044*f)*color,1.);
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return noiseColor;
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}
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void main()
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{
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vec3 normal = normalize(vecNormal);
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@ -36,10 +110,16 @@ void main()
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textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 3));
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}
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 25;
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vec3 toneMappedColor = toneMapping(textureColor * distance);
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 15;
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vec4 textureNoise = noiseTexture(time);
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//vec3 mixedTexture = mix(textureColor, textureNoise, textureNoise.r);
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//vec3 toneMappedColor = toneMapping(mixedTexture * distance);
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vec3 toneMappedColor = toneMapping(textureNoise.rgb * distance);
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//gamma correction
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toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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outColor = vec4(toneMappedColor * lightColor * 0.2f, 1.0);
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vec3 textureToned = toneMappedColor * lightColor * 0.2f;
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outColor = vec4(textureToned, 1.0);
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}
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@ -38,7 +38,7 @@ float planetRot = 0.f;
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float planetRough = 0.5f;
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float planetMetal = 0.5f;
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const char* const sunTexPaths[] = { "./textures/suns/sol.jpg", "./textures/suns/orange.jpg", "./textures/suns/lava.png", "./textures/suns/star.png", "./textures/suns/sun.jpg" };
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const char* const sunTexPaths[] = { "./textures/suns/lava.png", "./textures/suns/sol.jpg", "./textures/suns/orange.jpg", "./textures/suns/star.png", "./textures/suns/sun.jpg" };
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int sunTexIndex = 20;
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GLuint sunTex;
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@ -227,6 +227,7 @@ void drawSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture
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glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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glUniform1i(glGetUniformLocation(programSun, "atmosphereCheck"), atmosphereCheck);
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glUniform1f(glGetUniformLocation(programSun, "time"), glfwGetTime());
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Core::DrawContext(context);
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glUseProgram(0);
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@ -264,8 +265,9 @@ void renderScene(GLFWwindow* window) {
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//rysowanie słońca
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glm::mat4 sunScale = glm::scale(glm::vec3(sunSize));
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glm::mat4 sunTranslate = glm::translate(sunPos);
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glm::mat4 sunRotate = glm::rotate(180.f, glm::vec3(0, 1, 0));
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drawSun(sphereContext, sunTranslate * sunScale, sunTex);
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drawSun(sphereContext, sunTranslate * sunRotate * sunScale, sunTex);
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//rysowanie skyboxa
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skyBoxPos = cameraPos;
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