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OpenGL 4 Shading Language Cookbook

You're reading from   OpenGL 4 Shading Language Cookbook Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17

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Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Length 472 pages
Edition 3rd Edition
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Authors (2):
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David A Wolff David A Wolff
Author Profile Icon David A Wolff
David A Wolff
David Wolff David Wolff
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David Wolff
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Table of Contents (13) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 12. Other Books You May Enjoy

Creating a cloud-like effect


To create a texture that resembles a sky with clouds, we can use the noise values as a blending factor between the sky color and the cloud color. As clouds usually have large-scale structure, it makes sense to use low-octave noise. However, the large-scale structure often has higher frequency variations, so some contribution from higher octave noise may be desired.

The following image shows an example of clouds generated by the technique in this recipe:

To create this effect, we take the cosine of the noise value and use the result as the blending factor between the cloud color.

Getting ready

Set up your program to generate a seamless noise texture and make it available to the shaders through the NoiseTex uniform sampler variable.

There are two uniforms in the fragment shader that can be assigned from the OpenGL program:

  • SkyColor: The background sky color
  • CloudColor: The color of the clouds

 

 

How to do it...

To build a shader program that uses a noise texture to create...

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