diff --git a/grk/cw 6/shaders/shader_pbr.frag b/grk/cw 6/shaders/shader_pbr.frag index 58e4168..44611f7 100644 --- a/grk/cw 6/shaders/shader_pbr.frag +++ b/grk/cw 6/shaders/shader_pbr.frag @@ -19,6 +19,11 @@ uniform vec3 lightColor; uniform bool atmosphereCheck; +uniform float u_time; +uniform float cloudLight; +uniform float cloudIntensity; +uniform float cloudSpeed; + in vec3 vecNormal; in vec3 worldPos; in vec2 vtc; @@ -103,8 +108,69 @@ vec3 toneMapping(vec3 color) return mapped; } -void main() -{ +float random (in vec2 st) { + return fract(sin(dot(st.xy, + vec2(12.9898,78.233)))* + 43758.5453123); +} + +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 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 OCTAVES 6 +float fbm (in vec2 st) { + // Initial values + float value = 0.0; + float amplitude = .5; + float frequency = 0.; + // + // Loop of octaves + for (int i = 0; i < OCTAVES; i++) { + value += amplitude * noise(st); + st *= 2.; + amplitude *= .5; + } + return value; +} + +vec4 noiseColor() { + vec2 st = vtc.xy; + vec2 mirroredSt = vec2(1.0 - st.x, st.y); + + float timeOffset = u_time * cloudSpeed; + st.x -= timeOffset; + mirroredSt.x += timeOffset; // Inverse direction for mirrored effect + + st.x = fract(st.x); + mirroredSt.x = fract(mirroredSt.x); + + vec3 color = vec3(fbm(st * cloudIntensity)); + vec3 mirroredColor = vec3(fbm(mirroredSt * cloudIntensity)); + + float blend = smoothstep(0.45, 0.55, st.x); + + vec3 finalColor = mix(color, mirroredColor, blend); + + vec4 noiseColor = vec4(finalColor, 1.0); + + return noiseColor; +} + +void main() { vec3 normal = normalize(vecNormal); vec3 viewDir = normalize(cameraPos - worldPos); vec3 lightDir = normalize(lightPos - worldPos); @@ -132,5 +198,9 @@ void main() vec3 pbrColor = vec3(1.0) - exp(-illumination * exposition); - outColor = vec4(pbrColor, 1); + vec4 noiseColor = noiseColor() * min(1, AMBIENT + diffuse) * vec4(lightColor, 0.0) / cloudLight; + + vec3 mixedColor = mix(pbrColor.rgb, noiseColor.rgb, noiseColor.r); + + outColor = vec4(mixedColor, 1.0); } diff --git a/grk/cw 6/shaders/shader_pbr.vert b/grk/cw 6/shaders/shader_pbr.vert index ae1608d..390db26 100644 --- a/grk/cw 6/shaders/shader_pbr.vert +++ b/grk/cw 6/shaders/shader_pbr.vert @@ -11,6 +11,7 @@ uniform mat4 modelMatrix; out vec3 vecNormal; out vec3 worldPos; + out vec2 vtc; uniform vec3 lightPos; @@ -25,6 +26,7 @@ void main() { worldPos = (modelMatrix * vec4(vertexPosition, 1)).xyz; vecNormal = (modelMatrix * vec4(vertexNormal, 0)).xyz; + gl_Position = transformation * vec4(vertexPosition, 1.0); vtc = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y); diff --git a/grk/cw 6/src/Planet.hpp b/grk/cw 6/src/Planet.hpp index 8355291..a05cc55 100644 --- a/grk/cw 6/src/Planet.hpp +++ b/grk/cw 6/src/Planet.hpp @@ -74,6 +74,10 @@ int HDR_HEIGHT = 1024; float lightPower = 8.f; glm::vec3 lightColor = glm::vec3(lightPower, lightPower, lightPower); +float cloudLight = 20.f; +float cloudIntensity = 15.f; +float cloudSpeed = 0.07f; + glm::mat4 createCameraMatrix() { glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f))); glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, cameraDir)); @@ -191,6 +195,12 @@ void drawPlanetPbr(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t glUniform3f(glGetUniformLocation(programPbr, "lightPos"), sunPos.x, sunPos.y, sunPos.z); glUniform3f(glGetUniformLocation(programPbr, "lightColor"), lightColor.x, lightColor.y, lightColor.z); + float time = glfwGetTime(); + glUniform1f(glGetUniformLocation(programPbr, "u_time"), time); + glUniform1f(glGetUniformLocation(programPbr, "cloudLight"), cloudLight); + glUniform1f(glGetUniformLocation(programPbr, "cloudIntensity"), cloudIntensity); + glUniform1f(glGetUniformLocation(programPbr, "cloudSpeed"), cloudSpeed); + glUniform1i(glGetUniformLocation(programPbr, "atmosphereCheck"), atmosphereCheck); Core::DrawContext(context);