noise #8

Merged
s473581 merged 6 commits from noise into master 2024-02-04 13:03:08 +01:00
4 changed files with 71 additions and 229 deletions
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@ -1,164 +1,5 @@
#version 430 core
/*float PI = 3.14159f;
uniform sampler2D colorTexture;
uniform float exposition;
in vec3 vecNormal;
in vec3 worldPos;
in vec2 vtc;
out vec4 outColor;
in vec3 viewDirTS;
in vec3 lightDirTS;
in vec3 sunDirTS;
uniform float u_time;
float pi = 3.14159;
// 2D Random
float random (in vec2 st) {
return fract(sin(dot(st.xy,
vec2(12.9898,78.233)))
* 43758.5453123);
}
// 2D Noise based on Morgan McGuire @morgan3d
// https://www.shadertoy.com/view/4dS3Wd
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 randA = vec2(a *2.0 *pi);
vec2 randB = vec2(b *2.0 *pi);
vec2 randC = vec2(c *2.0 *pi);
vec2 randD = vec2(d *2.0 *pi);
vec2 offsetA = a-st;
vec2 offsetB = b-st;
vec2 offsetC = c-st;
vec2 offsetD = d-st;
offsetA = offsetA*randA;
offsetB = offsetB*randB;
offsetC = offsetC*randC;
offsetD = offsetD*randD;
float resA = smoothstep(offsetA.x,offsetA.y, f.y);
float resB = smoothstep(offsetB.x,offsetB.y, f.y);
float resC = smoothstep(offsetC.x,offsetC.y, f.y);
float resD = smoothstep(offsetD.x,offsetD.y, f.y);
vec2 u = smoothstep(0.,1.,f);
float ab= mix(a, b, u.x);
float cd = mix(c, d, u.x);
return mix(ab,cd,u.y);
}
void main()
{
vec2 st = vtc;
vec2 pos = vec2(st*3.776);
pos.x -= u_time * 0.07;
// Use the noise function
float n = 1.836 * 0.676*noise(pos*2.576);
n = smoothstep(-0.096, 1.176, n);
outColor = vec4(vec3(n), 1);
}
*/
/*
out vec4 outColor;
uniform float u_time;
in vec2 vtc;
float random (in vec2 _st) {
return fract(sin(dot(_st.xy,
vec2(12.9898,78.233)))*
43758.5453123);
}
// Based on Morgan McGuire @morgan3d
// https://www.shadertoy.com/view/4dS3Wd
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 NUM_OCTAVES 5
float fbm ( in vec2 _st) {
float v = 0.0;
float a = 0.5;
vec2 shift = vec2(100.0);
// Rotate to reduce axial bias
mat2 rot = mat2(cos(0.5), sin(0.5),
-sin(0.5), cos(0.50));
for (int i = 0; i < NUM_OCTAVES; ++i) {
v += a * noise(_st);
_st = rot * _st * 3.0 + shift;
a *= 0.6;
}
return v;
}
void main() {
vec2 st = vtc;
// st += st * abs(sin(u_time*0.1)*3.0);
vec3 color = vec3(0.0);
vec2 q = vec2(0.);
q.x = fbm( st + 0.00*u_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*u_time );
r.y = fbm( st + 1.0*q + vec2(8.3,2.8)+ 0.126*u_time);
float f = fbm(st+r);
color = mix(vec3(0.101961,0.619608,0.666667),
vec3(0.666667,0.666667,0.498039),
clamp((f*f)*4.0,0.0,1.0));
color = mix(color,
vec3(0.995,0.077,0.220),
clamp(length(q),0.0,1.0));
color = mix(color,
vec3(1.000,0.925,0.132),
clamp(length(r.x),0.0,1.0));
outColor = vec4((f*f*f+.9*f*f+.9*f)*color,1.);
}
*/
/*
uniform float u_time;
out vec4 outColor;
in vec2 vtc;
@ -208,17 +49,40 @@ float fbm (in vec2 st) {
}
void main() {
/*
vec2 st = vtc;
//vec2 st = vtc.xy/worldPos.xy;
//st += st * abs(sin(u_time*0.1)*10.0);
//st.x *= worldPos.x/worldPos.y;
float cloudIntensity = 15.0;
// Efekt lustrzanego odbicia
vec2 mirroredSt = vec2(1.0 - st.x, st.y);
mirroredSt.x += u_time * 0.07;
vec3 mirroredColor = vec3(0.0);
mirroredColor += fbm(mirroredSt * cloudIntensity);
st.x -= u_time * 0.07;
// Efekt oryginalny
vec3 color = vec3(0.0);
color += fbm(st * cloudIntensity);
// Dodaj gradientowe mieszanie miêdzy orygina³em a lustrzanym odbiciem
float gradient = smoothstep(0.45, 0.55, st.x);
vec3 finalColor = mix(color, mirroredColor, gradient);
outColor = vec4(finalColor, 1.0);
*/
vec2 st = vtc;
st.x -= u_time * 0.07;
vec3 color = vec3(0.0);
color += fbm(st*3.0);
color += fbm(st*10.0);
vec3 mixedColor = mix(vec3(0.4), color, color.r);
//vec3 mixedColor = mix(vec3(0.4), color, color.r);
//color = mix(vec3(1.0), fbm(st*3.0), 0.1);
outColor = vec4(mixedColor,1.0);
}*/
outColor = vec4(color,1.0);
}

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@ -24,6 +24,7 @@ uniform float u_time;
in vec3 vecNormal;
in vec3 worldPos;
in vec2 vtc;
in vec2 vtcNoise;
out vec4 outColor;
@ -113,8 +114,6 @@ float random (in vec2 st) {
43758.5453123);
}
// Based on Morgan McGuire @morgan3d
// https://www.shadertoy.com/view/4dS3Wd
float noise (in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
@ -148,22 +147,30 @@ float fbm (in vec2 st) {
return value;
}
vec4 noiseColor() {
vec2 st = vtc;
vec4 noiseColor(float time) {
float cloudIntensity = 15.0;
// Efekt lustrzanego odbicia
vec2 st = vtc.xy;
vec2 mirroredSt = vec2(1.0 - st.x, st.y);
vec3 mirroredColor = vec3(0.0);
mirroredColor += fbm(mirroredSt * cloudIntensity);
// Efekt oryginalny
vec3 color = vec3(0.0);
color += fbm(st * cloudIntensity);
// Adjust animation to be boundary-aware
float timeOffset = time * 0.07;
st.x -= timeOffset;
mirroredSt.x += timeOffset; // Inverse direction for mirrored effect
// Dodaj gradientowe mieszanie między oryginałem a lustrzanym odbiciem
float gradient = smoothstep(0.45, 0.55, st.x);
vec3 finalColor = mix(color, mirroredColor, gradient);
// Ensure wrapping or clamping based on your texture coordinates' expectations
st.x = fract(st.x);
mirroredSt.x = fract(mirroredSt.x);
// Calculate cloud patterns
vec3 color = vec3(fbm(st * cloudIntensity));
vec3 mirroredColor = vec3(fbm(mirroredSt * cloudIntensity));
// Dynamic gradient based on X coordinate, ensuring smooth transition
float blend = smoothstep(0.45, 0.55, st.x); // Adjust these values as needed
// Blend based on the dynamic gradient
vec3 finalColor = mix(color, mirroredColor, blend);
vec4 noiseColor = vec4(finalColor, 1.0);
@ -196,9 +203,11 @@ void main() {
textureColor = vec4(vec3(1.0) - exp(-illumination * exposition), 1);
vec4 noiseColor = noiseColor();
vec4 noiseColor = noiseColor(u_time);
vec3 mixedColor = mix(textureColor.rgb, noiseColor.rgb, noiseColor.r);
vec3 mixedColor = mix(textureColor.rgb, noiseColor.rgb, u_time);
outColor = vec4(mixedColor * min(1, AMBIENT + diffuse), 1.0);
outColor = vec4(mixedColor, 1.0);
//outColor = vec4(mixedColor * min(1, AMBIENT + diffuse), 1.0);
}

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@ -9,9 +9,13 @@ layout(location = 4) in vec3 vertexBitangent;
uniform mat4 transformation;
uniform mat4 modelMatrix;
uniform mat4 noiseTransformation;
uniform mat4 noiseMatrix;
out vec3 vecNormal;
out vec3 worldPos;
out vec2 vtc;
out vec2 vtcNoise;
uniform vec3 lightPos;
uniform vec3 cameraPos;
@ -28,6 +32,7 @@ void main()
gl_Position = transformation * vec4(vertexPosition, 1.0);
vtc = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y);
vtcNoise = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y);
vec3 w_tangent = normalize(mat3(modelMatrix) * vertexTangent);
vec3 w_bitangent = normalize(mat3(modelMatrix) * vertexBitangent);

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@ -14,49 +14,6 @@
#include <assimp/postprocess.h>
#include <string>
/*
namespace texturePlanets {
GLuint blank;
GLuint earth;
GLuint planet;
GLuint mercury;
GLuint venus;
GLuint mars;
GLuint alpine;
GLuint ceres;
GLuint eris;
GLuint haumea;
GLuint icy;
GLuint jupiter;
GLuint makemake;
GLuint martian;
GLuint neptune;
GLuint saturn;
GLuint savannah;
GLuint swamp;
GLuint tropical;
GLuint uranus;
GLuint venusian;
GLuint volcanic;
}
namespace textureSuns {
GLuint sun1;
GLuint sun2;
GLuint sun3;
GLuint sun4;
}
namespace textureMoons {
GLuint moon1;
GLuint moon2;
GLuint moon3;
}
namespace textureMaterials {
GLuint clouds;
}
*/
GLuint programDepth;
GLuint programTex;
GLuint programPbr;
@ -232,13 +189,16 @@ void drawSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint text
glUseProgram(0);
}
void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, float roughness, float metallic, float time) {
void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::mat4 noiseMatrix, GLuint texture, float roughness, float metallic, float time) {
glUseProgram(programPbr);
Core::SetActiveTexture(texture, "colorTexture", programPbr, 0);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glm::mat4 noiseTransformation = viewProjectionMatrix * noiseMatrix;
glUniformMatrix4fv(glGetUniformLocation(programPbr, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(programPbr, "noiseTransformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(programPbr, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
glUniformMatrix4fv(glGetUniformLocation(programPbr, "noiseMatrix"), 1, GL_FALSE, (float*)&noiseMatrix);
glUniform1f(glGetUniformLocation(programPbr, "exposition"), lightPower);
@ -283,10 +243,13 @@ void renderScene(GLFWwindow* window) {
glm::mat4 planetRotate = glm::rotate(time * planetRot, glm::vec3(0, 1, 0));
glm::mat4 planetTranslate = glm::translate(planetPos);
glm::mat4 planetMatrix = planetTranslate * planetRotate * planetScale;
glm::mat4 noiseMatrix = planetTranslate * planetScale;
glm::mat4 cloudScale = glm::scale(glm::vec3(planetSize * 1.05f));
//drawPlanet(sphereContext, planetTranslate * planetRotate * planetScale, planetTex);
drawObjectPBR(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, planetRough, planetMetal, time);
drawObjectPBR(sphereContext, planetMatrix, noiseMatrix, planetTex, planetRough, planetMetal, time);
//drawObjectNoise(sphereContext, planetTranslate * planetRotate * cloudScale, time);
//rysowanie słońca
@ -336,7 +299,7 @@ void init(GLFWwindow* window) {
programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag");
programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
//programNoise = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_noise.frag");
programNoise = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_noise.frag");
loadModelToContext("./models/sphere.obj", sphereContext);
loadModelToContext("./models/cube.obj", cubeContext);
@ -353,6 +316,7 @@ void shutdown(GLFWwindow* window) {
shaderLoader.DeleteProgram(programPbr);
shaderLoader.DeleteProgram(programSun);
shaderLoader.DeleteProgram(programSkyBox);
shaderLoader.DeleteProgram(programNoise);
}
//obsluga wejscia