noise #8
@ -79,7 +79,7 @@ void main()
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outColor = vec4(vec3(n), 1);
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outColor = vec4(vec3(n), 1);
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}
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}
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*/
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*/
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/*
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out vec4 outColor;
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out vec4 outColor;
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uniform float u_time;
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uniform float u_time;
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@ -156,6 +156,8 @@ void main() {
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outColor = vec4((f*f*f+.9*f*f+.9*f)*color,1.);
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outColor = vec4((f*f*f+.9*f*f+.9*f)*color,1.);
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}
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}
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*/
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/*
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/*
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uniform float u_time;
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uniform float u_time;
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out vec4 outColor;
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out vec4 outColor;
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@ -7,7 +7,7 @@ uniform sampler2D depthMap;
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uniform vec3 cameraPos;
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uniform vec3 cameraPos;
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uniform sampler2D colorTexture;
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uniform sampler2D colorTexture; //planet texture
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uniform vec3 sunDir;
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uniform vec3 sunDir;
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uniform vec3 sunColor;
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uniform vec3 sunColor;
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@ -15,10 +15,11 @@ uniform vec3 sunColor;
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uniform vec3 lightPos;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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uniform vec3 lightColor;
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uniform float metallic;
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uniform float metallic; //pbr
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uniform float roughness;
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uniform float roughness; //pbr
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uniform float exposition; //pbr
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uniform float exposition;
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uniform float u_time;
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in vec3 vecNormal;
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in vec3 vecNormal;
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in vec3 worldPos;
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in vec3 worldPos;
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@ -30,6 +31,8 @@ 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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vec4 textureColor;
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float DistributionGGX(vec3 normal, vec3 H, float roughness)
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float DistributionGGX(vec3 normal, vec3 H, float roughness)
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{
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{
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float a = roughness * roughness;
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float a = roughness * roughness;
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@ -104,8 +107,71 @@ vec3 toneMapping(vec3 color)
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return mapped;
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return mapped;
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}
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}
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void main()
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float random (in vec2 st) {
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{
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))*
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43758.5453123);
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}
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// Based on Morgan McGuire @morgan3d
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// https://www.shadertoy.com/view/4dS3Wd
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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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// Four corners in 2D of a tile
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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 OCTAVES 6
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float fbm (in vec2 st) {
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// Initial values
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float value = 0.0;
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float amplitude = .5;
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float frequency = 0.;
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//
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// Loop of octaves
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for (int i = 0; i < OCTAVES; i++) {
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value += amplitude * noise(st);
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st *= 2.;
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amplitude *= .5;
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}
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return value;
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}
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vec4 noiseColor() {
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vec2 st = vtc;
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float cloudIntensity = 15.0;
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// Efekt lustrzanego odbicia
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vec2 mirroredSt = vec2(1.0 - st.x, st.y);
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vec3 mirroredColor = vec3(0.0);
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mirroredColor += fbm(mirroredSt * cloudIntensity);
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// Efekt oryginalny
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vec3 color = vec3(0.0);
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color += fbm(st * cloudIntensity);
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// Dodaj gradientowe mieszanie miêdzy orygina³em a lustrzanym odbiciem
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float gradient = smoothstep(0.45, 0.55, st.x);
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vec3 finalColor = mix(color, mirroredColor, gradient);
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vec4 noiseColor = vec4(finalColor, 1.0);
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return noiseColor;
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}
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void main() {
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vec3 normal = normalize(vecNormal);
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vec3 normal = normalize(vecNormal);
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vec3 viewDir = normalize(cameraPos - worldPos);
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vec3 viewDir = normalize(cameraPos - worldPos);
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@ -128,5 +194,11 @@ void main()
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//sun
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//sun
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illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, toneMappedColor);
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illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, toneMappedColor);
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outColor = vec4(vec3(1.0) - exp(-illumination * exposition), 1);
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textureColor = vec4(vec3(1.0) - exp(-illumination * exposition), 1);
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vec4 noiseColor = noiseColor();
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vec3 mixedColor = mix(textureColor.rgb, noiseColor.rgb, noiseColor.r);
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outColor = vec4(mixedColor * min(1, AMBIENT + diffuse), 1.0);
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}
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}
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@ -232,7 +232,7 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint text
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glUseProgram(0);
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glUseProgram(0);
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}
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}
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void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, float roughness, float metallic) {
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void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, float roughness, float metallic, float time) {
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glUseProgram(programPbr);
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glUseProgram(programPbr);
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Core::SetActiveTexture(texture, "colorTexture", programPbr, 0);
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Core::SetActiveTexture(texture, "colorTexture", programPbr, 0);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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@ -252,6 +252,7 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t
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glUniform3f(glGetUniformLocation(programPbr, "lightPos"), sunPos.x, sunPos.y, sunPos.z);
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glUniform3f(glGetUniformLocation(programPbr, "lightPos"), sunPos.x, sunPos.y, sunPos.z);
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glUniform3f(glGetUniformLocation(programPbr, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
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glUniform3f(glGetUniformLocation(programPbr, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
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glUniform1f(glGetUniformLocation(programNoise, "u_time"), time);
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Core::DrawContext(context);
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Core::DrawContext(context);
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glUseProgram(0);
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glUseProgram(0);
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@ -285,8 +286,8 @@ void renderScene(GLFWwindow* window) {
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glm::mat4 cloudScale = glm::scale(glm::vec3(planetSize * 1.05f));
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glm::mat4 cloudScale = glm::scale(glm::vec3(planetSize * 1.05f));
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//drawPlanet(sphereContext, planetTranslate * planetRotate * planetScale, planetTex);
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//drawPlanet(sphereContext, planetTranslate * planetRotate * planetScale, planetTex);
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drawObjectPBR(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, planetRough, planetMetal);
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drawObjectPBR(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, planetRough, planetMetal, time);
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drawObjectNoise(sphereContext, planetTranslate * planetRotate * cloudScale, time);
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//drawObjectNoise(sphereContext, planetTranslate * planetRotate * cloudScale, time);
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//rysowanie słońca
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//rysowanie słońca
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glm::mat4 sunScale = glm::scale(glm::vec3(sunSize));
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glm::mat4 sunScale = glm::scale(glm::vec3(sunSize));
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@ -335,7 +336,7 @@ void init(GLFWwindow* window) {
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programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag");
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programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
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programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
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programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
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programNoise = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_noise.frag");
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//programNoise = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_noise.frag");
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loadModelToContext("./models/sphere.obj", sphereContext);
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loadModelToContext("./models/sphere.obj", sphereContext);
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loadModelToContext("./models/cube.obj", cubeContext);
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loadModelToContext("./models/cube.obj", cubeContext);
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Loading…
Reference in New Issue
Block a user