cleaning #11
@ -15,9 +15,11 @@ void main()
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vec3 bloomColor = texture(bloomBlur, TexCoords).rgb;
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vec3 bloomColor = texture(bloomBlur, TexCoords).rgb;
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if(bloom)
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if(bloom)
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hdrColor += bloomColor; // additive blending
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hdrColor += bloomColor; // additive blending
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// tone mapping
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// tone mapping
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vec3 result = vec3(1.0) - exp(-hdrColor * exposure);
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vec3 result = vec3(1.0) - exp(-hdrColor * exposure);
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// also gamma correct while we're at it
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// gamma correction
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result = pow(result, vec3(1.0 / gamma));
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result = pow(result, vec3(1.0 / gamma));
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FragColor = vec4(result, 1.0);
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FragColor = vec4(result, 1.0);
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}
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}
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@ -34,8 +34,6 @@ in vec3 vecNormal;
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in vec3 worldPos;
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in vec3 worldPos;
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in vec2 vtc;
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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 viewDirTS;
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in vec3 lightDirTS;
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in vec3 lightDirTS;
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in vec3 sunDirTS;
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in vec3 sunDirTS;
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@ -126,7 +124,6 @@ float noise (in vec2 st)
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vec2 i = floor(st);
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vec2 i = floor(st);
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vec2 f = fract(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 a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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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 c = random(i + vec2(0.0, 1.0));
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@ -146,7 +143,7 @@ float fbm (in vec2 st)
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float value = 0.0;
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float value = 0.0;
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float amplitude = .5;
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float amplitude = .5;
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float frequency = 0.;
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float frequency = 0.;
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//
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// Loop of octaves
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// Loop of octaves
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for (int i = 0; i < OCTAVES; i++) {
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for (int i = 0; i < OCTAVES; i++) {
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value += amplitude * noise(st);
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value += amplitude * noise(st);
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@ -7,8 +7,6 @@ uniform vec3 lightColor;
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in vec3 texCoord;
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in vec3 texCoord;
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//out vec4 out_color;
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void main()
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void main()
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{
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{
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vec4 textureColor = texture(skybox, texCoord);
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vec4 textureColor = texture(skybox, texCoord);
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@ -16,8 +16,6 @@ in vec3 vecNormal;
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in vec3 worldPos;
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in vec3 worldPos;
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in vec2 vtc;
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in vec2 vtc;
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//out vec4 outColor;
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uniform sampler2D colorTexture;
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uniform sampler2D colorTexture;
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vec3 toneMapping(vec3 color)
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vec3 toneMapping(vec3 color)
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@ -127,6 +125,7 @@ void main()
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{
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{
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 100;
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 100;
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toneMappedColor = toneMapping(mixedColor * distance);
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toneMappedColor = toneMapping(mixedColor * distance);
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//gamma correction
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//gamma correction
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toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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}
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}
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@ -32,8 +32,6 @@ in vec3 viewDirTS;
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in vec3 lightDirTS;
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in vec3 lightDirTS;
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in vec3 sunDirTS;
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in vec3 sunDirTS;
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//out vec4 outColor;
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vec3 toneMapping(vec3 color)
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vec3 toneMapping(vec3 color)
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{
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{
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float exposure = 0.06;
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float exposure = 0.06;
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@ -70,7 +68,7 @@ float fbm (in vec2 st) {
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float value = 0.0;
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float value = 0.0;
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float amplitude = .5;
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float amplitude = .5;
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float frequency = 0.;
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float frequency = 0.;
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//
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// Loop of octaves
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// Loop of octaves
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for (int i = 0; i < OCTAVES; i++) {
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for (int i = 0; i < OCTAVES; i++) {
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value += amplitude * noise(st);
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value += amplitude * noise(st);
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@ -130,6 +128,7 @@ void main()
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{
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{
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 1000;
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 1000;
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toneMappedColor = toneMapping(diffuseColor * distance);
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toneMappedColor = toneMapping(diffuseColor * distance);
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//gamma correction
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//gamma correction
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toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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}
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}
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@ -41,7 +41,7 @@ Core::RenderContext cubeContext;
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const char* const planetTexPaths[] = { "./textures/planets/ceres.jpg", "./textures/planets/desert.png", "./textures/planets/dirty.png", "./textures/planets/earth.jpg", "./textures/planets/eris.jpg",
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const char* const planetTexPaths[] = { "./textures/planets/ceres.jpg", "./textures/planets/desert.png", "./textures/planets/dirty.png", "./textures/planets/earth.jpg", "./textures/planets/eris.jpg",
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"./textures/planets/haumea.jpg", "./textures/planets/Icy.png", "./textures/planets/jupiter.jpg", "./textures/planets/kora.png", "./textures/planets/makemake.jpg", "./textures/planets/mars.jpg",
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"./textures/planets/haumea.jpg", "./textures/planets/Icy.png", "./textures/planets/jupiter.jpg", "./textures/planets/kora.png", "./textures/planets/makemake.jpg", "./textures/planets/mars.jpg",
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"./textures/planets/mchowa.png", "./textures/planets/mercury.png", "./textures/planets/neptune.jpg", "./textures/planets/saturn.jpg", "./textures/planets/Savannah.png",
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"./textures/planets/mchowa.png", "./textures/planets/mercury.png", "./textures/planets/saturn.jpg", "./textures/planets/Savannah.png",
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"./textures/planets/snow-foot.png", "./textures/planets/Swamp.png", "./textures/planets/Tropical.png", "./textures/planets/uranus.jpg",
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"./textures/planets/snow-foot.png", "./textures/planets/Swamp.png", "./textures/planets/Tropical.png", "./textures/planets/uranus.jpg",
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"./textures/planets/venus.jpg", "./textures/planets/Volcanic.png", "./textures/planets/watermelon.png", "./textures/planets/wood.png" };
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"./textures/planets/venus.jpg", "./textures/planets/Volcanic.png", "./textures/planets/watermelon.png", "./textures/planets/wood.png" };
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int planetTexIndex = 0;
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int planetTexIndex = 0;
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@ -50,7 +50,7 @@ GLuint planetTex;
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const char* const normalTexPaths[] = { "./textures/planets/normalne/ceres.png", "./textures/planets/normalne/desert.png", "./textures/planets/normalne/dirty.png", "./textures/planets/normalne/earth_normalmap.png",
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const char* const normalTexPaths[] = { "./textures/planets/normalne/ceres.png", "./textures/planets/normalne/desert.png", "./textures/planets/normalne/dirty.png", "./textures/planets/normalne/earth_normalmap.png",
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"./textures/planets/normalne/eris.png", "./textures/planets/normalne/haumea.png", "./textures/planets/normalne/icy.png", "./textures/planets/normalne/jupiter.png",
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"./textures/planets/normalne/eris.png", "./textures/planets/normalne/haumea.png", "./textures/planets/normalne/icy.png", "./textures/planets/normalne/jupiter.png",
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"./textures/planets/normalne/kora.png", "./textures/planets/normalne/makemake.png", "./textures/planets/normalne/mars.png", "./textures/planets/normalne/mchowa.png",
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"./textures/planets/normalne/kora.png", "./textures/planets/normalne/makemake.png", "./textures/planets/normalne/mars.png", "./textures/planets/normalne/mchowa.png",
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"./textures/planets/normalne/mercury.png", "./textures/planets/normalne/neptune.jpg", "./textures/planets/normalne/saturn.png", "./textures/planets/normalne/savannah.png",
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"./textures/planets/normalne/mercury.png", "./textures/planets/normalne/saturn.png", "./textures/planets/normalne/savannah.png",
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"./textures/planets/normalne/snow-foot.png", "./textures/planets/normalne/swamp.png", "./textures/planets/normalne/tropical.png", "./textures/planets/normalne/uranus.png",
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"./textures/planets/normalne/snow-foot.png", "./textures/planets/normalne/swamp.png", "./textures/planets/normalne/tropical.png", "./textures/planets/normalne/uranus.png",
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"./textures/planets/normalne/venus.png", "./textures/planets/normalne/volcanic.png", "./textures/planets/normalne/watermelon.png", "./textures/planets/normalne/wood.png" };
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"./textures/planets/normalne/venus.png", "./textures/planets/normalne/volcanic.png", "./textures/planets/normalne/watermelon.png", "./textures/planets/normalne/wood.png" };
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GLuint normalTex;
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GLuint normalTex;
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@ -751,7 +751,6 @@ void init(GLFWwindow* window) {
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initHDR(window);
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initHDR(window);
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initRBO(window);
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initRBO(window);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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//glDisable(GL_DEPTH_TEST);
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IMGUI_CHECKVERSION();
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGui::CreateContext();
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@ -1,25 +0,0 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.4.33213.308
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Planeta", "cw 6\grk-cw6.vcxproj", "{3952C396-B1C6-44CD-96DD-C1AC15D32978}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|x86 = Debug|x86
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Release|x86 = Release|x86
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{3952C396-B1C6-44CD-96DD-C1AC15D32978}.Debug|x86.ActiveCfg = Debug|Win32
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{3952C396-B1C6-44CD-96DD-C1AC15D32978}.Debug|x86.Build.0 = Debug|Win32
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{3952C396-B1C6-44CD-96DD-C1AC15D32978}.Release|x86.ActiveCfg = Release|Win32
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{3952C396-B1C6-44CD-96DD-C1AC15D32978}.Release|x86.Build.0 = Release|Win32
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {AED787C0-0952-4701-A56F-36AB5A5F246A}
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EndGlobalSection
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EndGlobal
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Loading…
Reference in New Issue
Block a user