adding smooth sky colors
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89c0b0b920
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2 changed files with 11 additions and 6 deletions
6
main.c
6
main.c
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@ -18,7 +18,7 @@
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*
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* For instance if you want fps and position set the value to 2*3=6
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*/
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#define DEBUG_MODE 5
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#define DEBUG_MODE 1
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GLuint screenWidth = 720, screenHeight = 480;
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const GLFWvidmode* mode;
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@ -45,8 +45,8 @@ float ex[3] = {0};
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float ey[3] = {0};
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float fovValue=1.0;
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//283=3.14/2 * 180
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const int maxYmouse = 283;
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//281=3.13/2 * 180
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const int maxYmouse = 281;
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// more precision means less speed
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float camPrecision = 2.;
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@ -38,12 +38,17 @@ float SDF_Box_Frame( vec3 p, vec3 b, float e )
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length(max(vec3(q.x,q.y,p.z),0.0))+min(max(q.x,max(q.y,p.z)),0.0));
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}
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float SDF_Circle(vec3 p,float r){
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float SDF_Sphere(vec3 p,float r){
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return length(p)-r;
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}
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float SDF_Box(vec3 p, vec3 t){
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vec3 q=abs(p)-t;
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return length(max(q,0.0))+ min(max(q.x,max(q.y,q.z)),0.0);
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}
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float SDF_Global(vec3 p){
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return SDF_Box_Frame(rotate(p,vec3(0.,.2*Time,0.)),vec3(.5,.5,.5),.1);//min(SDF_Box_Frame(p,vec3(.5,.5,.5),0.1),SDF_Circle(mod(p+vec3(.5),vec3(1.,1.,1.))-vec3(.5),.15));
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return max(SDF_Sphere(p,1.),-SDF_Box_Frame(rotate(p,vec3(1.*Time,2.0*Time,3.*Time)),vec3(.8,.8,.8),.2));
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}
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vec4 Get_Impact(vec3 origin,vec3 dir){//must have length(dir)==1
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@ -67,7 +72,7 @@ vec3 grad(vec3 p){
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vec3 Get_Color(vec3 origin,vec3 dir){
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vec4 impact = Get_Impact(origin,dir);
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if(impact.w<0.) return (impact.y+1.)*.05*vec3(.5,.7,1.);
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if(impact.w<0.) return vec3(.5,.8,.9)+.5*dir.y+.05*clamp(origin.y-10.,-10.,10.);//(impact.y+1.)*.05*vec3(.5,.7,1.);
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vec3 normale=grad(impact.xyz);
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vec3 sunPos=vec3(3.,3.5,.5);//vec3(3.*sin(Time*1.5),3.*cos(Time*3.),3.*cos(Time*1.5));
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return vec3(clamp(0.,1.,dot(sunPos-impact.xyz,normale)));//normale;
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