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.

default scene

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.


Change noise_frag.glsl to make more interesting terrain.