noise #8
@ -19,6 +19,11 @@ uniform vec3 lightColor;
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uniform bool atmosphereCheck;
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uniform float u_time;
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uniform float cloudLight;
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uniform float cloudIntensity;
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uniform float cloudSpeed;
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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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@ -103,8 +108,69 @@ vec3 toneMapping(vec3 color)
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return mapped;
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}
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void main()
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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(12.9898,78.233)))*
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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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// 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.xy;
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vec2 mirroredSt = vec2(1.0 - st.x, st.y);
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float timeOffset = u_time * cloudSpeed;
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st.x -= timeOffset;
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mirroredSt.x += timeOffset; // Inverse direction for mirrored effect
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st.x = fract(st.x);
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mirroredSt.x = fract(mirroredSt.x);
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vec3 color = vec3(fbm(st * cloudIntensity));
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vec3 mirroredColor = vec3(fbm(mirroredSt * cloudIntensity));
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float blend = smoothstep(0.45, 0.55, st.x);
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vec3 finalColor = mix(color, mirroredColor, blend);
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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 viewDir = normalize(cameraPos - worldPos);
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vec3 lightDir = normalize(lightPos - worldPos);
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@ -132,5 +198,9 @@ void main()
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vec3 pbrColor = vec3(1.0) - exp(-illumination * exposition);
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outColor = vec4(pbrColor, 1);
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vec4 noiseColor = noiseColor() * min(1, AMBIENT + diffuse) * vec4(lightColor, 0.0) / cloudLight;
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vec3 mixedColor = mix(pbrColor.rgb, noiseColor.rgb, noiseColor.r);
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outColor = vec4(mixedColor, 1.0);
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}
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@ -11,6 +11,7 @@ uniform mat4 modelMatrix;
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out vec3 vecNormal;
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out vec3 worldPos;
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out vec2 vtc;
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uniform vec3 lightPos;
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@ -25,6 +26,7 @@ void main()
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{
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worldPos = (modelMatrix * vec4(vertexPosition, 1)).xyz;
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vecNormal = (modelMatrix * vec4(vertexNormal, 0)).xyz;
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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vtc = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y);
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@ -74,6 +74,10 @@ int HDR_HEIGHT = 1024;
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float lightPower = 8.f;
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glm::vec3 lightColor = glm::vec3(lightPower, lightPower, lightPower);
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float cloudLight = 20.f;
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float cloudIntensity = 15.f;
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float cloudSpeed = 0.07f;
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glm::mat4 createCameraMatrix() {
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glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f)));
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glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, cameraDir));
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@ -191,6 +195,12 @@ void drawPlanetPbr(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, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
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float time = glfwGetTime();
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glUniform1f(glGetUniformLocation(programPbr, "u_time"), time);
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glUniform1f(glGetUniformLocation(programPbr, "cloudLight"), cloudLight);
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glUniform1f(glGetUniformLocation(programPbr, "cloudIntensity"), cloudIntensity);
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glUniform1f(glGetUniformLocation(programPbr, "cloudSpeed"), cloudSpeed);
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glUniform1i(glGetUniformLocation(programPbr, "atmosphereCheck"), atmosphereCheck);
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Core::DrawContext(context);
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