Project for Shader Programming class in Hagenberg.
We wanted to create a spherical object with a distorted surface. Distortion was to be created using perlin noise and depending on height we would apply colors from the texture. By making the noise time-dependent, the surface would be constantly changing. By varying parameters and using different textures, different effects could be achieved.
Our main idea was to get an effect of a magma-surfaced planet. As a background we used space texture implemented as a skybox.
Additionally, we added shortcuts for the user to be able to manipulate the simulation.
Date: 2016
Technology: C++, OpenGL, GLSL
Team:
Roman Luks
Łukasz Strzelecki