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Author Topic: need help with adding sunSky to Effies GI2  (Read 284 times)
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SaMMy
Alien
***
Posts: 21


« on: October 11, 2016, 12:51:36 PM »

HiHo,

after i bought a new laptop with an nvidia 940m , finaly i'm ready to play with fragmentarium too (after years with my very old AGP-FX5600<---LOOL), Whoow, what a difference  smiley, my love for doing 3d-fractals is coming back Azn.
And the photorealism of pics, rendered with this sky-pathtracer-model blow me away (but not much options like fog or floor). I also played a lot with effies G.I. (fog, floor, materials) but without this great sun-sky Atmosphere.
I tried to learn by copy/paste and look what happen but with no luck so I started to read about glsl language, shaders and fragmentarium.  alien This will be a loong way.

I made it to see the sun-sky atmo in effiesGI2, but now the horizont is vertical instead of horizontal  hurt.
Fortunately most var-names are identical in both frags, so mainly  I changed the following in EffiesGI2.frag from:

Code:
vec3 getBackground( in vec3 rd ){
return skyColor+rd*0.1+sunColor*(max(0.0,dot(rd,sunDirection))*0.2+pow(max(0.0,dot(rd,sunDirection)),256.0)*2.0);
}

to

Code:
vec3 getBackground( in vec3 rd ){
return sunsky(rd);
}

I attached the both frags. , every little help is appreciated, thx...

* eiffieGI+skysun.rar (7.75 KB - downloaded 23 times.)
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Crist-JRoger
Fractal Fertilizer
*****
Posts: 389



WWW
« Reply #1 on: October 11, 2016, 10:18:52 PM »

 smiley I has the same ideas for DE-renderer, yeah sunsky looks cool.
For now I use this little sky code from https://www.shadertoy.com/view/MdcSzX
Code:
vec3 getSkyColor(vec3 e) {
    e.y = max(e.y,0.0);
    vec3 ret;
    ret.x = pow(1.0-e.y,2.0);
    ret.y = 1.0-e.y;
    ret.z = 0.6+(1.0-e.y)*0.4;
    return ret;
}
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