Add sun glitter
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30
index.html
30
index.html
@@ -81,7 +81,7 @@
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float n = octavedPerlinNoise(vec3(gl_FragCoord.x*0.001,gl_FragCoord.y*0.003+uTime*0.00005,uTime*0.00005),8,2.6); //Should be scaled along arbitary axis
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//float n = noise(vec3(gl_FragCoord.xy*0.01,uTime));
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//vec3 cloudEffect = clouds(gl_FragCoord.x*0.005, gl_FragCoord.y*0.005);
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vec3 color = vec3(n) + (vec3(1., 1., 1.)/2.); //Scales the height off the waves (/8.0)
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vec3 color = vec3(n) * 0.3;
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gl_FragColor = vec4(color,1.0);
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}
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</script>
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@@ -112,10 +112,10 @@
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//calculate normal
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float gridPointDelta = (1. / 256.);
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vec3 currPoint = vec3(0.0,0.0,displace.x);
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vec3 right = vec3(gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x + gridPointDelta,v_uv.y)).x*(1./10.));
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vec3 left = vec3(-gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x - gridPointDelta,v_uv.y)).x*(1./10.));
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vec3 up = vec3(0.,gridPointDelta,texture2D(displace_map,vec2(v_uv.x ,v_uv.y + gridPointDelta)).x*(1./10.));
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vec3 down = vec3(0.,-gridPointDelta,texture2D(displace_map,vec2(v_uv.x ,v_uv.y - gridPointDelta)).x*(1./10.));
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vec3 right = vec3(gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x + gridPointDelta,v_uv.y)).x*(1./1.));
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vec3 left = vec3(-gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x - gridPointDelta,v_uv.y)).x*(1./1.));
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vec3 up = vec3(0.,gridPointDelta,texture2D(displace_map,vec2(v_uv.x ,v_uv.y + gridPointDelta)).x*(1./1.));
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vec3 down = vec3(0.,-gridPointDelta,texture2D(displace_map,vec2(v_uv.x ,v_uv.y - gridPointDelta)).x*(1./1.));
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//vec3 tangent = normalize(right - currPoint);
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//vec3 biTangent = normalize(up - currPoint);
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@@ -147,19 +147,27 @@
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vec3 skyColor = vec3(1.,1.,1.);
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//Subsurface scattering
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vec3 sssSun = vec3(0.,-50.,-100.0);
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vec3 tosssSun = normalize(sssSun - v_fragPos);
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float ssDistortion = 0.6;
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float sssIntensity = 1.;
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vec3 sssSun = vec3(0.,-5.,-7.0);
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vec3 tosssSunVec = normalize(sssSun - v_fragPos);
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vec3 tosssSun = normalize(vec3(0.0,-100.,1.));
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float ssDistortion = 1.;
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float sssIntensity = .2;
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vec3 halfWay = normalize(tosssSun+norm*ssDistortion);
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float ssScateringCoef = pow(clamp(dot(toCameraVector,-halfWay),0.0,1.0),5.) * sssIntensity;
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//gl_FragColor=vec4(oceanColor + (oceanColor*ssScateringCoef),1.0); //Display subsurfacecatterting component
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//Sun glittering
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float glitterFactor = max(0.0,dot(tosssSunVec,reflect(-toCameraVector,norm)));
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if(!(glitterFactor > 0.98)) {
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glitterFactor = 0.0;
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}
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//gl_FragColor = vec4(oceanColor + lightColor * glitterFactor,1.0);
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//gl_FragColor=vec4(clamp(oceanColor + (oceanColor*ssScateringCoef),0.,1.0),1.0); //Display subsurfacecatterting component
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//gl_FragColor = vec4((mix(oceanColor,skyColor,fresnel).xyz), 1.); //Just display reflection component
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//gl_FragColor = vec4(diffuse * oceanColor,1.0); //Render only diffuse component
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//gl_FragColor = vec4(normal,1.0); //show Normal map
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//gl_FragColor = vec4(displace.x,displace.x,displace.x,1.0); //Show Perlin Noise texture deactivate vertex distrotion before
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gl_FragColor = vec4(clamp(diffuse,0.97,1.0) * (mix(oceanColor + (oceanColor*ssScateringCoef),skyColor*0.8,fresnel).xyz), 1.0); //All combined
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gl_FragColor = vec4((clamp(diffuse,0.97,1.0) * (mix(oceanColor + (oceanColor*ssScateringCoef),skyColor*0.8,fresnel).xyz))+ lightColor * glitterFactor, 1.0); //All combined
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}
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</script>
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<script id="default-vs" type="x-shader/x-vertex">
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@@ -374,16 +374,13 @@ function drawScene() {
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mat4.identity(projection);
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mat4.perspective(projection, 1.0, viewportWidth / viewportHeight, 0.1, 1000.); //projection mode should actually be camera specific
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camera.setOffset(15.0);
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camera.setOffset(1.2);
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camera.setRotationX((curRotX += mouseYVel * 0.001));
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camera.setRotationY((curRotY += mouseXVel * 0.001));
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var view = camera.getViewMatrix();
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var model = mat4.create();
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mat4.identity(model);
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let xyScaling = vec3.create();
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vec3.set(xyScaling, 10., 10., 1.0);
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mat4.scale(model, model, xyScaling); //2. Then scale the surface xy by factor 10
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let translationCentering = vec3.create();
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vec3.set(translationCentering, -0.5, -0.5, 0.0);
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mat4.translate(model, model, translationCentering); //1. First Center the Surface in the origin.
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