Sic Semper Code Samples

Perlin Noise Generator(for planet terrain)

  • This is the perlin noise implementation I used to generate the data which is eventually interpreted into the terrain texture for each planet.

Planet Terrain Generation(converting perlin noise to a texture)

  • This is the code used to interpret the results of the perlin noise function and convert to colors for different terrain to eventually be loaded in as a texture.

Selected Shader Samples

  • These are a few shaders, vertex and fragment shaders for the post-processed refraction effects for my particles as well as a custom phong shading that uses the color of the terrain to determine specularity(done to save varying space for mobile GPU’s)
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