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58 changed files with 62179 additions and 617 deletions

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@ -1,22 +1,36 @@
C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets(531,5): warning MSB8028: Katalog pośredni (Debug\) zawiera pliki udostępnione z innego projektu (grk-cw3.vcxproj, grk-cw4.vcxproj, grk-cw5.vcxproj, grk-cw6.vcxproj, grk-cw7.vcxproj). Może to spowodować niepoprawne zachowanie podczas oczyszczania i ponownej kompilacji. C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.CppBuild.targets(531,5): warning MSB8028: Katalog pośredni (Debug\) zawiera pliki udostępnione z innego projektu (grk-cw3.vcxproj, grk-cw4.vcxproj, grk-cw5.vcxproj, grk-cw6.vcxproj, grk-cw7.vcxproj). Może to spowodować niepoprawne zachowanie podczas oczyszczania i ponownej kompilacji.
main.cpp main.cpp
C:\Program Files (x86)\Windows Kits\10\Include\10.0.22621.0\shared\minwindef.h(130,1): warning C4005: "APIENTRY": ponowna definicja makra C:\Program Files (x86)\Windows Kits\10\Include\10.0.22621.0\shared\minwindef.h(130,1): warning C4005: "APIENTRY": ponowna definicja makra
(kompilowanie pliku źródłowego „src/main.cpp”) (kompilowanie pliku źródłowego „src/main.cpp”)
C:\Users\maksg\Documents\Grafika_2024\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123,1): C:\Users\maksg\Documents\Grafika_2024\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123,1):
zobacz poprzednią definicję „APIENTRY” zobacz poprzednią definicję „APIENTRY”
C:\Users\maksg\Documents\Grafika_2024\projekt_grk\src\ex_7_1.hpp(109,10): warning C4305: "inicjowanie": obcięcie z "double" do "float" C:\Users\maksg\Documents\Grafika_2024\projekt_grk\src\ex_7_1.hpp(109,10): warning C4305: "inicjowanie": obcięcie z "double" do "float"
(kompilowanie pliku źródłowego „src/main.cpp”) (kompilowanie pliku źródłowego „src/main.cpp”)
C:\Users\maksg\Documents\Grafika_2024\projekt_grk\src\ex_7_1.hpp(155,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych C:\Users\maksg\Documents\Grafika_2024\projekt_grk\src\ex_7_1.hpp(155,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
(kompilowanie pliku źródłowego „src/main.cpp”) (kompilowanie pliku źródłowego „src/main.cpp”)
C:\Users\maksg\Documents\Grafika_2024\projekt_grk\src\ex_7_1.hpp(255,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych C:\Users\maksg\Documents\Grafika_2024\projekt_grk\src\ex_7_1.hpp(255,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
(kompilowanie pliku źródłowego „src/main.cpp”) (kompilowanie pliku źródłowego „src/main.cpp”)
C:\Users\maksg\Documents\Grafika_2024\projekt_grk\src\ex_7_1.hpp(273,29): warning C4305: "inicjowanie": obcięcie z "double" do "float" C:\Users\maksg\Documents\Grafika_2024\projekt_grk\src\ex_7_1.hpp(273,29): warning C4305: "inicjowanie": obcięcie z "double" do "float"
(kompilowanie pliku źródłowego „src/main.cpp”) (kompilowanie pliku źródłowego „src/main.cpp”)
Box.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO” C:\Program Files (x86)\Windows Kits\10\Include\10.0.22000.0\shared\minwindef.h(130,1): warning C4005: "APIENTRY": ponowna definicja makra
LINK : warning LNK4098: domyślna biblioteka „MSVCRT” powoduje konflikt z innymi bibliotekami; użyj opcji /NODEFAULTLIB:biblioteka (kompilowanie pliku źródłowego „src/main.cpp”)
grk-cw7.vcxproj -> C:\Users\maksg\Documents\Grafika_2024\Debug\projekt_grk.exe D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123,1):
zobacz poprzednią definicję „APIENTRY”
D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(110,10): warning C4305: "inicjowanie": obcięcie z "double" do "float"
(kompilowanie pliku źródłowego „src/main.cpp”)
D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(332,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
(kompilowanie pliku źródłowego „src/main.cpp”)
D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\projekt_grk\src\ex_7_1.hpp(350,29): warning C4305: "inicjowanie": obcięcie z "double" do "float"
(kompilowanie pliku źródłowego „src/main.cpp”)
Box.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO”
LINK : warning LNK4098: domyślna biblioteka „MSVCRT” powoduje konflikt z innymi bibliotekami; użyj opcji /NODEFAULTLIB:biblioteka
grk-cw7.vcxproj -> C:\Users\maksg\Documents\Grafika_2024\Debug\projekt_grk.exe

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^C:\USERS\MAKSG\DOCUMENTS\GRAFIKA_2024\PROJEKT_GRK\DEBUG\BOX.OBJ|C:\USERS\MAKSG\DOCUMENTS\GRAFIKA_2024\PROJEKT_GRK\DEBUG\CAMERA.OBJ|C:\USERS\MAKSG\DOCUMENTS\GRAFIKA_2024\PROJEKT_GRK\DEBUG\IMAGE_DXT.OBJ|C:\USERS\MAKSG\DOCUMENTS\GRAFIKA_2024\PROJEKT_GRK\DEBUG\IMAGE_HELPER.OBJ|C:\USERS\MAKSG\DOCUMENTS\GRAFIKA_2024\PROJEKT_GRK\DEBUG\MAIN.OBJ|C:\USERS\MAKSG\DOCUMENTS\GRAFIKA_2024\PROJEKT_GRK\DEBUG\RENDER_UTILS.OBJ|C:\USERS\MAKSG\DOCUMENTS\GRAFIKA_2024\PROJEKT_GRK\DEBUG\SHADER_LOADER.OBJ|C:\USERS\MAKSG\DOCUMENTS\GRAFIKA_2024\PROJEKT_GRK\DEBUG\SOIL.OBJ|C:\USERS\MAKSG\DOCUMENTS\GRAFIKA_2024\PROJEKT_GRK\DEBUG\STB_IMAGE_AUG.OBJ|C:\USERS\MAKSG\DOCUMENTS\GRAFIKA_2024\PROJEKT_GRK\DEBUG\TEXTURE.OBJ ^D:\STUDIA_SEM5\GRAFIKA-PROJEKT\GRK\PROJEKT_GRK\DEBUG\BOX.OBJ|D:\STUDIA_SEM5\GRAFIKA-PROJEKT\GRK\PROJEKT_GRK\DEBUG\CAMERA.OBJ|D:\STUDIA_SEM5\GRAFIKA-PROJEKT\GRK\PROJEKT_GRK\DEBUG\IMAGE_DXT.OBJ|D:\STUDIA_SEM5\GRAFIKA-PROJEKT\GRK\PROJEKT_GRK\DEBUG\IMAGE_HELPER.OBJ|D:\STUDIA_SEM5\GRAFIKA-PROJEKT\GRK\PROJEKT_GRK\DEBUG\MAIN.OBJ|D:\STUDIA_SEM5\GRAFIKA-PROJEKT\GRK\PROJEKT_GRK\DEBUG\RENDER_UTILS.OBJ|D:\STUDIA_SEM5\GRAFIKA-PROJEKT\GRK\PROJEKT_GRK\DEBUG\SHADER_LOADER.OBJ|D:\STUDIA_SEM5\GRAFIKA-PROJEKT\GRK\PROJEKT_GRK\DEBUG\SOIL.OBJ|D:\STUDIA_SEM5\GRAFIKA-PROJEKT\GRK\PROJEKT_GRK\DEBUG\STB_IMAGE_AUG.OBJ|D:\STUDIA_SEM5\GRAFIKA-PROJEKT\GRK\PROJEKT_GRK\DEBUG\TEXTURE.OBJ

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PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.39.33519:TargetPlatformVersion=10.0.22621.0: PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.39.33519:TargetPlatformVersion=10.0.22000.0:
Debug|Win32|C:\Users\maksg\Documents\Grafika_2024\| Debug|Win32|D:\STUDIA_sem5\GRAFIKA-PROJEKT\grk\|

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@ -39,14 +39,18 @@
<ItemGroup> <ItemGroup>
<None Include="shaders\shader_5_1.frag" /> <None Include="shaders\shader_5_1.frag" />
<None Include="shaders\shader_5_1.vert" /> <None Include="shaders\shader_5_1.vert" />
<None Include="shaders\shader_5_1_tex.frag" />
<None Include="shaders\shader_5_1_tex.vert" />
<None Include="shaders\shader_5_1_tex_copy.frag" /> <None Include="shaders\shader_5_1_tex_copy.frag" />
<None Include="shaders\shader_5_1_tex_copy.vert" /> <None Include="shaders\shader_5_1_tex_copy.vert" />
<None Include="shaders\shader_5_sun.frag" />
<None Include="shaders\shader_5_sun.vert" />
<None Include="shaders\shader_coin.frag" /> <None Include="shaders\shader_coin.frag" />
<None Include="shaders\shader_coin.vert" /> <None Include="shaders\shader_coin.vert" />
<None Include="shaders\shader_bloom.frag" />
<None Include="shaders\shader_bloom.vert" />
<None Include="shaders\shader_blur.frag" />
<None Include="shaders\shader_blur.vert" />
<None Include="shaders\shader_sun.frag" />
<None Include="shaders\shader_sun.vert" />
<None Include="shaders\shader_pbr.frag" />
<None Include="shaders\shader_pbr.vert" />
<None Include="shaders\shader_skybox.frag" /> <None Include="shaders\shader_skybox.frag" />
<None Include="shaders\shader_skybox.vert" /> <None Include="shaders\shader_skybox.vert" />
</ItemGroup> </ItemGroup>

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@ -91,10 +91,10 @@
</ClInclude> </ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="shaders\shader_5_sun.frag"> <None Include="shaders\shader_sun.frag">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
<None Include="shaders\shader_5_sun.vert"> <None Include="shaders\shader_sun.vert">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
<None Include="shaders\shader_5_1.frag"> <None Include="shaders\shader_5_1.frag">
@ -103,12 +103,6 @@
<None Include="shaders\shader_5_1.vert"> <None Include="shaders\shader_5_1.vert">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
<None Include="shaders\shader_5_1_tex.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_5_1_tex.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_5_1_tex_copy.frag"> <None Include="shaders\shader_5_1_tex_copy.frag">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
@ -127,5 +121,23 @@
<None Include="shaders\shader_coin.vert"> <None Include="shaders\shader_coin.vert">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
<None Include="shaders\shader_pbr.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_pbr.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_bloom.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_bloom.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_blur.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_blur.vert">
<Filter>Shader Files</Filter>
</None>
</ItemGroup> </ItemGroup>
</Project> </Project>

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#version 430 core
float AMBIENT = 0.1;
uniform vec3 color;
uniform vec3 lightPos;
uniform sampler2D colorTexture;
in vec3 vecNormal;
in vec3 worldPos;
in vec2 vecTex;
out vec4 outColor;
void main()
{
vec3 lightDir = normalize(lightPos-worldPos);
vec3 normal = normalize(vecNormal);
vec3 textureColor = texture2D(colorTexture, vecTex).xyz;
float diffuse=max(0,dot(normal,lightDir));
outColor = vec4(textureColor*min(1,AMBIENT+diffuse), 1.0);
}

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#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
layout(location = 3) in vec3 vertexTangent;
layout(location = 4) in vec3 vertexBitangent;
uniform mat4 transformation;
uniform mat4 modelMatrix;
out vec3 vecNormal;
out vec3 worldPos;
out vec2 vecTex;
void main()
{
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
vecTex = vertexTexCoord;
vecTex.y = 1.0 - vecTex.y;
gl_Position = transformation * vec4(vertexPosition, 1.0);
}

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@ -1,15 +0,0 @@
#version 430 core
uniform float exposition;
uniform sampler2D sunTexture;
in vec2 TexCoords;
out vec4 outColor;
void main()
{
vec3 textureColor = texture(sunTexture, TexCoords).xyz;
vec3 adjustedColor = textureColor * exposition;
outColor = vec4(clamp(adjustedColor, 0.0, 1.0), 1.0);
}

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@ -0,0 +1,23 @@
#version 430 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D scene;
uniform sampler2D bloomBlur;
uniform bool bloom;
uniform float exposure;
void main()
{
const float gamma = 1.5;
vec3 hdrColor = texture(scene, TexCoords).rgb;
vec3 bloomColor = texture(bloomBlur, TexCoords).rgb;
if(bloom)
hdrColor += bloomColor; // additive blending
// tone mapping
vec3 result = vec3(1.0) - exp(-hdrColor * exposure);
// also gamma correct while we're at it
result = pow(result, vec3(1.0 / gamma));
FragColor = vec4(result, 1.0);
}

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@ -0,0 +1,11 @@
#version 430 core
layout (location = 7) in vec3 aPos;
layout (location = 8) in vec2 aTexCoords;
out vec2 TexCoords;
void main()
{
TexCoords = aTexCoords;
gl_Position = vec4(aPos, 1.0);
}

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@ -0,0 +1,33 @@
#version 430 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D image;
uniform int count;
uniform bool horizontal;
uniform float weight[5] = float[] (0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162);
void main()
{
vec2 tex_offset = 1.0 / textureSize(image, 0); // gets size of single texel
vec3 result = texture(image, TexCoords).rgb * weight[0];
if(horizontal)
{
for(int i = 1; i < count; ++i)
{
result += texture(image, TexCoords + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
result += texture(image, TexCoords - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
}
}
else
{
for(int i = 1; i < 5; ++i)
{
result += texture(image, TexCoords + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
result += texture(image, TexCoords - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
}
}
FragColor = vec4(result, 1.0);
}

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#version 430 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoords;
out vec2 TexCoords;
void main()
{
TexCoords = aTexCoords;
gl_Position = vec4(aPos, 1.0);
}

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@ -0,0 +1,74 @@
#version 430 core
const float DIFFUSE_INTENSITY = 0.6;
const float MAX_RENDER_DISTANCE = 16.0;
float surfaceRoughness;
float metalnessValue;
uniform vec3 primaryColor;
uniform sampler2D colorTexture;
uniform sampler2D normalMap;
uniform sampler2D metalnessMap;
uniform sampler2D roughnessMap;
in vec3 worldPos;
in vec2 vecTex;
in vec3 viewDirTS;
in vec3 lightDirTS;
in float distanceToCamera;
out vec4 fragmentColor;
float calculateMicrofacetDistribution(float roughness, vec3 normal, vec3 halfVector) {
float NdotH = max(0.0, dot(normal, halfVector));
float roughnessSq = roughness * roughness;
float denom = 3.14159 * pow(NdotH * NdotH * (roughnessSq - 1.0) + 1.0, 2.0);
return roughnessSq / denom;
}
float calculateGeometryTerm(float roughness, float NdotV, float NdotL) {
float k = pow(roughness + 1.0, 2.0) / 8.0;
return NdotV / (NdotV * (1.0 - k) + k) * NdotL / (NdotL * (1.0 - k) + k);
}
vec3 calculateFresnelTerm(float metallic, vec3 F0, float VdotH) {
return F0 + (1.0 - F0) * pow(1.0 - VdotH, 5.0);
}
void main() {
vec3 textureColor = texture(colorTexture, vecTex).xyz;
metalnessValue = texture(metalnessMap, vecTex).r;
surfaceRoughness = texture(roughnessMap, vecTex).r;
vec3 normal = texture(normalMap, vecTex).xyz;
normal = normalize(normal);
vec3 viewDir = normalize(viewDirTS);
vec3 lightDir = normalize(lightDirTS);
vec3 halfVector = normalize(lightDir + viewDir);
float microfacetDistribution = calculateMicrofacetDistribution(surfaceRoughness, normal, halfVector);
float NdotV = max(0.0, dot(normal, viewDir));
float NdotL = max(dot(normal, lightDir), 0.0000001);
float geometryTerm = calculateGeometryTerm(surfaceRoughness, NdotV, NdotL);
vec3 F0 = mix(vec3(0.04), vec3(1.0), vec3(metalnessValue));
float VdotH = max(0.00001, dot(viewDir, halfVector));
vec3 fresnelTerm = calculateFresnelTerm(metalnessValue, F0, VdotH);
vec3 specular = (microfacetDistribution * geometryTerm * fresnelTerm) / (4.0 * NdotL * NdotV + 0.00001);
vec3 diffuseReflectance = vec3(1.0) - fresnelTerm;
vec3 BRDF = diffuseReflectance * (textureColor / 3.1458493) + specular;
if (distanceToCamera > MAX_RENDER_DISTANCE) {
discard;
}
float diffuse = max(0.0001, dot(normal, lightDir));
fragmentColor = vec4(BRDF * (DIFFUSE_INTENSITY + diffuse) * 1.5, 1.0);
}

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#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
layout(location = 3) in vec3 vertexTangent;
layout(location = 4) in vec3 vertexBitangent;
uniform mat4 transformation;
uniform mat4 modelMatrix;
out vec3 worldPos;
out vec2 vecTex;
uniform vec3 lightPos;
uniform vec3 cameraPos;
out vec3 viewDirTS;
out vec3 lightDirTS;
out float distanceToCamera;
mat3 TBN;
void main()
{
vec3 tangent = normalize(mat3(modelMatrix) * vertexTangent);
vec3 bitangent = normalize(mat3(modelMatrix) * vertexBitangent);
vec3 normal = normalize(mat3(modelMatrix) * vertexNormal);
TBN = transpose(mat3(tangent, bitangent, normal));
vec3 worldPos = (modelMatrix * vec4(vertexPosition, 1)).xyz;
vec3 viewDir = normalize(cameraPos - worldPos);
vec3 lightDir = normalize(lightPos - worldPos);
viewDirTS = vec3(TBN * viewDir);
lightDirTS = vec3(TBN * lightDir);
vecTex = vertexTexCoord;
vecTex.y = 1.0 - vecTex.y;
distanceToCamera = length(worldPos - cameraPos);
gl_Position = transformation * vec4(vertexPosition, 1.0);
}

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@ -1,12 +1,21 @@
#version 430 core #version 430 core
layout (location = 0) out vec4 outColor;
layout (location = 1) out vec4 BrightColor;
uniform samplerCube skybox; uniform samplerCube skybox;
in vec3 texCoord; in vec3 texCoord;
out vec4 out_color;
void main() void main()
{ {
out_color = texture(skybox,texCoord); vec4 texColor = texture(skybox, texCoord);
}
float brightness = dot(texColor.rgb, vec3(0.2126, 0.7152, 0.0722));
if (brightness > 0.2)
BrightColor = vec4(texColor.rgb, 1.0);
else
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
outColor = texColor;
}

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@ -0,0 +1,22 @@
#version 430 core
layout (location = 0) out vec4 outColor;
layout (location = 1) out vec4 BrightColor;
uniform float exposition;
uniform sampler2D sunTexture;
in vec2 TexCoords;
void main()
{
vec3 textureColor = texture(sunTexture, TexCoords).xyz;
vec3 adjustedColor = textureColor * exposition;
vec3 finalColor = clamp(adjustedColor, 0.0, 1.0);
outColor = vec4(finalColor, 1.0);
float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
if(brightness > 0.2)
BrightColor = vec4(finalColor, 1.0);
else
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
}

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