Workshop 6 - Procedural Generation
The base code for this lab can be found on GitHub here
Base Code
When you run the base code, you should some terrain.
A framebuffer with “color” and “height” attachments is created.
The shader noise_frag.glsl
renders into this FBO to produce a texture and heightmap for the terrain.
This shader uses a GLSL noise implementation.
The terrain is rendered using a shader that automatically computes normals. Other than that it is not noteworthy.
Steps
Change noise_frag.glsl
to make more interesting terrain.