larsendt/dynamic-tex
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Advanced Graphics HW #3 Dane Larsen Depends on: libsfml-dev and qmake Relevant links: GLSL Warping demo based on this: http://www.iquilezles.org/www/articles/warp/warp.htm Perlin/Simplex noise courtesy of https://github.com/ashima/webgl-noise Controls: Click and drag to rotate the scene Mouse wheel zooms 'ESC' - quit 'C' - go forward one texture shader 'X' - go back one texture shader 'G' - toggle god-rays 'E' - toggle equirectangular warping 'W' - toggle horizontal texture wrapping 'Z' - if the current shader is the "earth" shader, toggle warping on that shader 'S' - view the texture being applied to the sphere 'P' - toggle the planet 'L' - toggle the visibility of the external light (only has effect when god-rays are off) The "earth" shader is used to demonstrate the effects of warping (used in all the texture shaders except the gray one). The "plain gray cloudy" shader is a visualization of the Fractional Brownian Motion used to warp the textures. It's also used as a base for the more abstract textures. Toggling equirectangular warping and horizontal wrapping will affect the texture displayed with the key "S". This is used to demonstrate how to wrap a rectangular texture around a sphere. I tried to apply the god-rays shader to the external light that is visible when god-rays are off. Unfortunately that shader needs work. It applies to everything in the scene, so anything that was lighter than the background (everything) was being smeared, and it looked... weird. Also, I'm not calculating the position of the light source correctly in the vertex shader. It works fine if the source of the rays is at (0, 0, 0), but anywhere else produces strange results. The god-rays shader might make an (improved) appearance in later assignments, but I don't have time to fix it right now.
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