Created
July 19, 2012 18:26
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Earth with Clouds AlphaBlending Shader
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//testApp.cpp | |
#include "ofMain.h" | |
class testApp : public ofBaseApp { | |
public: | |
ofShader shader; | |
ofImage earth,clouds; | |
ofEasyCam cam; | |
GLUquadricObj *quadric; //for gluSphere | |
void setup() { | |
//setup window | |
ofSetWindowShape(500,500); | |
ofSetWindowPosition(0,0); | |
ofBackground(0); | |
ofSetFrameRate(20); | |
//load textures with normalized texcoords (0..1) | |
ofDisableArbTex(); | |
earth.loadImage("earth2k.jpg"); | |
clouds.loadImage("clouds.jpg"); | |
//load the vertex and fragment shaders | |
shader.load("shaders/blend"); | |
//initialize sphere | |
quadric = gluNewQuadric(); | |
gluQuadricTexture(quadric, GL_TRUE); | |
gluQuadricNormals(quadric, GLU_SMOOTH); | |
} | |
void draw() { | |
//start camera and flip y-axis | |
cam.begin(); | |
ofScale(1,-1); | |
//start shader en set uniform variables | |
shader.begin(); | |
shader.setUniformTexture("earth", earth, 1); | |
shader.setUniformTexture("clouds", clouds, 2); | |
shader.setUniform1f("blendAlpha", sin(ofGetElapsedTimef())/2+.5); //fade clouds | |
//draw sphere | |
glEnable(GL_DEPTH_TEST); | |
gluSphere(quadric, 150, 400, 400); | |
//that's all | |
shader.end(); | |
cam.end(); | |
} | |
}; | |
////////////////////////////////////////////////////////////// | |
//blend.frag | |
uniform sampler2D earth; | |
uniform sampler2D clouds; | |
uniform float blendAlpha; | |
void main(void) { | |
vec2 texcoord = gl_TexCoord[0].xy; | |
vec4 background = texture2D(earth, texcoord); | |
vec4 foreground = texture2D(clouds, texcoord); | |
gl_FragColor = foreground * blendAlpha + background; | |
} | |
////////////////////////////////////////////////////////////// | |
//blend.vert | |
void main() { | |
gl_TexCoord[0] = gl_MultiTexCoord0; | |
gl_Position = ftransform(); | |
} |
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