Firesphere Project

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

Demonstration:

GLSL shader highlighting

n notepad++

(works without changing extension of the shader files)

http://www.lighthouse3d.com/2013/01/notepad-glsl-4-3-syntax-highlight/

 

In Visual Studio

(works, need to change extension)

http://www.horsedrawngames.com/shader-syntax-highlighting-in-visual-studio-2013/

 

glsl syntax highlightI

 

In Atom

(works, need to change extension)

https://atom.io/packages/language-glsl