// This is just like lit.fs, but you need to multiply the base color // of the planet and moon by 'marble_noise' to get a marble-like texture. // Do this multiplication before passing the blue and grey colors to blinn_phong() // Uniforms: uniform mat4 view; uniform mat4 proj; uniform float animation_seconds; uniform bool is_moon; // Inputs: in vec3 sphere_fs_in; in vec3 normal_fs_in; in vec4 pos_fs_in; in vec4 view_pos_fs_in; // Outputs: out vec3 color; // rgb color of this pixel // expects: blinn_phong, perlin_noise void main() { // build up marble noise from layers of perlin noise with different scales float s = sin(20*(sphere_fs_in.y + (1-0.5*float(is_moon))*perlin_noise( sphere_fs_in ))) * (0.991+0.009*perlin_noise( (2.0 + 2*float(is_moon)) * sphere_fs_in)); float s2 = ( +0.25*perlin_noise( 1.0 * sphere_fs_in ) +0.25*perlin_noise( 4.0 * sphere_fs_in ) +0.25*perlin_noise( 8.0 * sphere_fs_in ) +0.25*perlin_noise(16.0 * sphere_fs_in )); float s3 = max(s+0.4,0) * pow(min( (0.5+0.5*( (0.2*sin(10*(sphere_fs_in.x + perlin_noise( 8*sphere_fs_in )))+ 0.2*sin(15*(sphere_fs_in.z + perlin_noise( 8*sphere_fs_in ))) + 0.2*perlin_noise(16*sphere_fs_in)) + 0.6*perlin_noise(32*sphere_fs_in) )) ,1.0),2); float marble_noise = 1-clamp( 0.1*pow(s*0.5+0.5,20) + 0.7*(0.5*s2+0.5) + 0.2*s3, 0,1) ; marble_noise = clamp(marble_noise,0,1); ///////////////////////////////////////////////////////////////////////////// // Replace with your code // Exactly the same as 4_lit.fs, but multiply the base colors by 'marble_noise' float r = 10.0; float h = 8.0; float f = 8.0; float p = 1000.0; float x = r * cos(2.0 * M_PI * animation_seconds / f); float z = r * sin(2.0 * M_PI * animation_seconds / f); vec3 light_pos = (view * vec4(vec3(x, h, z), 1.0)).xyz; // Calculate the light direction vec3 l = normalize(light_pos - view_pos_fs_in.xyz); // Calculate the view direction vec3 v = normalize(-view_pos_fs_in.xyz); // Calculate the normal direction vec3 n = normalize(normal_fs_in); // Base colors vec3 ka = vec3(0.1, 0.1, 0.1); // Ambient color vec3 kd = is_moon ? vec3(0.5, 0.45, 0.5) : vec3(0.2, 0.3, 0.8); // Diffuse color vec3 ks = vec3(1.0, 1.0, 1.0); // Specular color // Apply the marble noise to the base colors kd *= marble_noise; // Compute the Blinn-Phong shading color = blinn_phong(ka, kd, ks, p, n, v, l); ///////////////////////////////////////////////////////////////////////////// }