mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-04-22 11:18:22 -05:00
Added temporary missing files.
This commit is contained in:
@@ -0,0 +1,81 @@
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/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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||||
* Copyright (c) 2014-2017 *
|
||||
* *
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
|
||||
* software and associated documentation files (the "Software"), to deal in the Software *
|
||||
* without restriction, including without limitation the rights to use, copy, modify, *
|
||||
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
|
||||
* permit persons to whom the Software is furnished to do so, subject to the following *
|
||||
* conditions: *
|
||||
* *
|
||||
* The above copyright notice and this permission notice shall be included in all copies *
|
||||
* or substantial portions of the Software. *
|
||||
* *
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
|
||||
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
|
||||
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
|
||||
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
|
||||
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
|
||||
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
|
||||
****************************************************************************************/
|
||||
|
||||
uniform vec4 campos;
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||||
uniform vec4 objpos;
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uniform vec3 sun_pos;
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uniform bool _performShading = true;
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uniform float transparency;
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uniform int shadows;
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uniform float time;
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uniform sampler2D texture1;
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uniform sampler2D nightTex;
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in vec2 vs_st;
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in vec2 vs_nightTex;
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in vec4 vs_normal;
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in vec4 vs_position;
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in vec4 test;
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#include "PowerScaling/powerScaling_fs.hglsl"
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#include "fragment.glsl"
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Fragment getFragment() {
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vec4 diffuse = texture(texture1, vs_st);
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vec4 diffuse2 = texture(nightTex, vs_st);
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Fragment frag;
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if (_performShading) {
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// directional lighting
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vec3 origin = vec3(0.0);
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vec4 spec = vec4(0.0);
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vec3 n = normalize(vs_normal.xyz);
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//vec3 e = normalize(camdir);
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vec3 l_pos = vec3(sun_pos); // sun.
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vec3 l_dir = normalize(l_pos-objpos.xyz);
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float intensity = min(max(5*dot(n,l_dir), 0.0), 1);
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float darkSide = min(max(5*dot(n,-l_dir), 0.0), 1);
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float shine = 0.0001;
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vec4 specular = vec4(0.5);
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vec4 ambient = vec4(0.0,0.0,0.0,transparency);
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vec4 daytex = max(intensity * diffuse, ambient);
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vec4 mixtex = mix(diffuse, diffuse2, (1+dot(n,-l_dir))/2);
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diffuse = (daytex*2 + mixtex)/3;
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}
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diffuse[3] = transparency;
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frag.color = diffuse;
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frag.depth = vs_position.w;
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return frag;
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}
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@@ -0,0 +1,68 @@
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/*****************************************************************************************
|
||||
* *
|
||||
* OpenSpace *
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||||
* *
|
||||
* Copyright (c) 2014-2017 *
|
||||
* *
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
|
||||
* software and associated documentation files (the "Software"), to deal in the Software *
|
||||
* without restriction, including without limitation the rights to use, copy, modify, *
|
||||
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
|
||||
* permit persons to whom the Software is furnished to do so, subject to the following *
|
||||
* conditions: *
|
||||
* *
|
||||
* The above copyright notice and this permission notice shall be included in all copies *
|
||||
* or substantial portions of the Software. *
|
||||
* *
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
|
||||
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
|
||||
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
|
||||
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
|
||||
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
|
||||
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
|
||||
****************************************************************************************/
|
||||
|
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#version __CONTEXT__
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#include "PowerScaling/powerScaling_vs.hglsl"
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layout(location = 0) in vec4 in_position;
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layout(location = 1) in vec2 in_st;
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layout(location = 2) in vec3 in_normal;
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//layout(location = 3) in vec2 in_nightTex;
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out vec2 vs_st;
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out vec4 vs_normal;
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out vec4 vs_position;
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uniform mat4 ModelTransform;
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uniform mat4 modelViewProjectionTransform;
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uniform sampler2D heightTex;
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uniform bool _hasHeightMap;
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uniform float _heightExaggeration;
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void main() {
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// set variables
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vs_st = in_st;
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vec4 tmp = in_position;
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// this is wrong for the normal. The normal transform is the transposed inverse of the model transform
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vs_normal = normalize(ModelTransform * vec4(in_normal,0));
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// vs_normal = vec4(in_normal, 0.0);
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vec4 position = vec4(tmp.xyz * pow(10, tmp. w), 1.0);
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if (_hasHeightMap) {
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float height = texture(heightTex, in_st).r;
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vec3 displacementDirection = abs(normalize(in_normal.xyz));
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float displacementFactor = height * _heightExaggeration;
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position.xyz = position.xyz + displacementDirection * displacementFactor;
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}
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position = modelViewProjectionTransform * position;
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vs_position = z_normalization(position);
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gl_Position = vs_position;
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}
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@@ -0,0 +1,82 @@
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/*****************************************************************************************
|
||||
* *
|
||||
* OpenSpace *
|
||||
* *
|
||||
* Copyright (c) 2014-2017 *
|
||||
* *
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
|
||||
* software and associated documentation files (the "Software"), to deal in the Software *
|
||||
* without restriction, including without limitation the rights to use, copy, modify, *
|
||||
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
|
||||
* permit persons to whom the Software is furnished to do so, subject to the following *
|
||||
* conditions: *
|
||||
* *
|
||||
* The above copyright notice and this permission notice shall be included in all copies *
|
||||
* or substantial portions of the Software. *
|
||||
* *
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
|
||||
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
|
||||
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
|
||||
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
|
||||
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
|
||||
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
|
||||
****************************************************************************************/
|
||||
|
||||
uniform vec4 campos;
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||||
uniform vec4 objpos;
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||||
//uniform vec3 camdir; // add this for specular
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uniform vec3 sun_pos;
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uniform bool _performShading = true;
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uniform float transparency;
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||||
uniform int shadows;
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||||
|
||||
uniform float time;
|
||||
uniform sampler2D texture1;
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||||
|
||||
in vec2 vs_st;
|
||||
in vec4 vs_normal;
|
||||
in vec4 vs_position;
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||||
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||||
#include "fragment.glsl"
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#include "PowerScaling/powerScaling_fs.hglsl"
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//#include "PowerScaling/powerScaling_vs.hglsl"
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Fragment getFragment() {
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vec4 diffuse = texture(texture1, vs_st);
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Fragment frag;
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if (_performShading) {
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// directional lighting
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vec3 origin = vec3(0.0);
|
||||
vec4 spec = vec4(0.0);
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||||
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vec3 n = normalize(vs_normal.xyz);
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||||
//vec3 e = normalize(camdir);
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vec3 l_pos = vec3(sun_pos); // sun.
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vec3 l_dir = normalize(l_pos-objpos.xyz);
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float intensity = min(max(5*dot(n,l_dir), 0.0), 1);
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float shine = 0.0001;
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vec4 specular = vec4(0.5);
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vec4 ambient = vec4(0.0,0.0,0.0,transparency);
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/*
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if(intensity > 0.f){
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// halfway vector
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vec3 h = normalize(l_dir + e);
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// specular factor
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float intSpec = max(dot(h,n),0.0);
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spec = specular * pow(intSpec, shine);
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}
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*/
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diffuse = max(intensity * diffuse, ambient);
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}
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diffuse[3] = transparency;
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frag.color = diffuse;
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frag.depth = vs_position.w;
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return frag;
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}
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@@ -0,0 +1,66 @@
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||||
/*****************************************************************************************
|
||||
* *
|
||||
* OpenSpace *
|
||||
* *
|
||||
* Copyright (c) 2014-2017 *
|
||||
* *
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
|
||||
* software and associated documentation files (the "Software"), to deal in the Software *
|
||||
* without restriction, including without limitation the rights to use, copy, modify, *
|
||||
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
|
||||
* permit persons to whom the Software is furnished to do so, subject to the following *
|
||||
* conditions: *
|
||||
* *
|
||||
* The above copyright notice and this permission notice shall be included in all copies *
|
||||
* or substantial portions of the Software. *
|
||||
* *
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
|
||||
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
|
||||
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
|
||||
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
|
||||
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
|
||||
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
|
||||
****************************************************************************************/
|
||||
|
||||
#version __CONTEXT__
|
||||
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uniform mat4 ModelTransform;
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uniform mat4 ViewProjection;
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layout(location = 0) in vec4 in_position;
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layout(location = 1) in vec2 in_st;
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layout(location = 2) in vec3 in_normal;
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out vec2 vs_st;
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out vec4 vs_normal;
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out vec4 vs_position;
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out vec4 vs_posWorld;
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out float s;
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#include "PowerScaling/powerScaling_vs.hglsl"
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|
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void main() {
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// set variables
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vs_st = in_st;
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vs_position = in_position;
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vec4 tmp = in_position;
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// this is wrong for the normal. The normal transform is the transposed inverse of the model transform
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vs_normal = normalize(ModelTransform * vec4(in_normal,0));
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// The things is not in world coordinates, they are in
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// regular view/eye coordinates.
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vec4 position = pscTransform(tmp, ModelTransform);
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vec3 local_vertex_pos = mat3(ModelTransform) * in_position.xyz;
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vec4 vP = psc_addition(vec4(local_vertex_pos,in_position.w),objpos);
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vec4 conv = vec4(vP.xyz * pow(10,vP.w), 1.0);
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vs_posWorld = conv;
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vs_position = tmp;
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// Now is transforming from view position to SGCT projection
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// coordinates.
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position = ViewProjection * position;
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gl_Position = z_normalization(position);
|
||||
}
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@@ -0,0 +1,129 @@
|
||||
/*****************************************************************************************
|
||||
* *
|
||||
* OpenSpace *
|
||||
* *
|
||||
* Copyright (c) 2014-2017 *
|
||||
* *
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
|
||||
* software and associated documentation files (the "Software"), to deal in the Software *
|
||||
* without restriction, including without limitation the rights to use, copy, modify, *
|
||||
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
|
||||
* permit persons to whom the Software is furnished to do so, subject to the following *
|
||||
* conditions: *
|
||||
* *
|
||||
* The above copyright notice and this permission notice shall be included in all copies *
|
||||
* or substantial portions of the Software. *
|
||||
* *
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
|
||||
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
|
||||
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
|
||||
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
|
||||
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
|
||||
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
|
||||
****************************************************************************************/
|
||||
|
||||
const uint numberOfShadows = 1;
|
||||
|
||||
struct ShadowRenderingStruct {
|
||||
float xu, xp;
|
||||
float rs, rc;
|
||||
vec3 sourceCasterVec;
|
||||
vec3 casterPositionVec;
|
||||
bool isShadowing;
|
||||
};
|
||||
|
||||
uniform ShadowRenderingStruct shadowDataArray[numberOfShadows];
|
||||
|
||||
uniform vec4 campos;
|
||||
uniform vec4 objpos;
|
||||
|
||||
uniform vec3 sun_pos;
|
||||
|
||||
uniform bool _performShading = true;
|
||||
uniform float transparency;
|
||||
uniform int shadows;
|
||||
|
||||
uniform float time;
|
||||
uniform sampler2D texture1;
|
||||
|
||||
in vec2 vs_st;
|
||||
in vec4 vs_normal;
|
||||
in vec4 vs_position;
|
||||
in vec4 vs_posWorld;
|
||||
|
||||
#include "PowerScaling/powerScaling_fs.hglsl"
|
||||
#include "fragment.glsl"
|
||||
|
||||
vec4 butterworthFunc(const float d, const float r, const float n) {
|
||||
return vec4(vec3(sqrt(r/(r + pow(d, 2*n)))), 1.0);
|
||||
}
|
||||
|
||||
vec4 calcShadow(const ShadowRenderingStruct shadowInfoArray[numberOfShadows], const vec3 position) {
|
||||
if (shadowInfoArray[0].isShadowing) {
|
||||
vec3 pc = shadowInfoArray[0].casterPositionVec - position;
|
||||
vec3 sc_norm = normalize(shadowInfoArray[0].sourceCasterVec); // we can pass this normalized to the shader
|
||||
vec3 pc_proj = dot(pc, sc_norm) * sc_norm;
|
||||
vec3 d = pc - pc_proj;
|
||||
|
||||
float length_d = length(d);
|
||||
float length_pc_proj = length(pc_proj);
|
||||
|
||||
float r_p_pi = shadowInfoArray[0].rc * (length_pc_proj + shadowInfoArray[0].xp) / shadowInfoArray[0].xp;
|
||||
|
||||
//float r_u_pi = shadowInfoArray[0].rc * (length_pc_proj + shadowInfoArray[0].xu) / shadowInfoArray[0].xu;
|
||||
float r_u_pi = shadowInfoArray[0].rc * (shadowInfoArray[0].xu - length_pc_proj) / shadowInfoArray[0].xu;
|
||||
|
||||
if ( length_d < r_u_pi ) { // umbra
|
||||
//return vec4(0.0, 0.0, 0.0, 1.0);
|
||||
//return vec4(1.0, 0.0, 0.0, 1.0);
|
||||
return butterworthFunc(length_d, r_u_pi, 4.0);
|
||||
}
|
||||
else if ( length_d < r_p_pi ) {// penumbra
|
||||
//return vec4(0.5, 0.5, 0.5, 1.0);
|
||||
//return vec4(0.0, 1.0, 0.0, 1.0);
|
||||
return vec4(vec3(length_d/r_p_pi), 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
return vec4(1.0);
|
||||
}
|
||||
|
||||
Fragment getFragment() {
|
||||
vec4 position = vs_position;
|
||||
float depth = pscDepth(position);
|
||||
vec4 diffuse = texture(texture1, vs_st);
|
||||
|
||||
Fragment frag;
|
||||
if (_performShading) {
|
||||
// directional lighting
|
||||
vec3 origin = vec3(0.0);
|
||||
vec4 spec = vec4(0.0);
|
||||
|
||||
vec3 n = normalize(vs_normal.xyz);
|
||||
//vec3 e = normalize(camdir);
|
||||
vec3 l_pos = vec3(sun_pos); // sun.
|
||||
vec3 l_dir = normalize(l_pos-objpos.xyz);
|
||||
float intensity = min(max(5*dot(n,l_dir), 0.0), 1);
|
||||
float darkSide = min(max(5*dot(n,-l_dir), 0.0), 1);
|
||||
|
||||
float shine = 0.0001;
|
||||
|
||||
vec4 specular = vec4(0.5);
|
||||
vec4 ambient = vec4(0.0,0.0,0.0,transparency);
|
||||
|
||||
vec4 daytex = max(intensity * diffuse, ambient);
|
||||
//vec4 mixtex = mix(diffuse, diffuse2, (1+dot(n,-l_dir))/2);
|
||||
|
||||
//diffuse = (daytex*2 + mixtex)/3;
|
||||
diffuse = daytex;
|
||||
|
||||
diffuse *= calcShadow(shadowDataArray, vs_posWorld.xyz);
|
||||
}
|
||||
|
||||
diffuse[3] = transparency;
|
||||
frag.color = diffuse;
|
||||
frag.depth = depth;
|
||||
|
||||
return frag;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,131 @@
|
||||
/*****************************************************************************************
|
||||
* *
|
||||
* OpenSpace *
|
||||
* *
|
||||
* Copyright (c) 2014-2017 *
|
||||
* *
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
|
||||
* software and associated documentation files (the "Software"), to deal in the Software *
|
||||
* without restriction, including without limitation the rights to use, copy, modify, *
|
||||
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
|
||||
* permit persons to whom the Software is furnished to do so, subject to the following *
|
||||
* conditions: *
|
||||
* *
|
||||
* The above copyright notice and this permission notice shall be included in all copies *
|
||||
* or substantial portions of the Software. *
|
||||
* *
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
|
||||
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
|
||||
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
|
||||
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
|
||||
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
|
||||
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
|
||||
****************************************************************************************/
|
||||
|
||||
const uint numberOfShadows = 1;
|
||||
|
||||
struct ShadowRenderingStruct {
|
||||
float xu, xp;
|
||||
float rs, rc;
|
||||
vec3 sourceCasterVec;
|
||||
vec3 casterPositionVec;
|
||||
bool isShadowing;
|
||||
};
|
||||
|
||||
uniform ShadowRenderingStruct shadowDataArray[numberOfShadows];
|
||||
|
||||
uniform vec4 campos;
|
||||
uniform vec4 objpos;
|
||||
|
||||
uniform vec3 sun_pos;
|
||||
|
||||
uniform bool _performShading = true;
|
||||
uniform float transparency;
|
||||
uniform int shadows;
|
||||
|
||||
uniform float time;
|
||||
uniform sampler2D texture1;
|
||||
uniform sampler2D nightTex;
|
||||
|
||||
in vec2 vs_st;
|
||||
in vec2 vs_nightTex;
|
||||
in vec4 vs_normal;
|
||||
in vec4 vs_position;
|
||||
in vec4 vs_posWorld;
|
||||
|
||||
#include "PowerScaling/powerScaling_fs.hglsl"
|
||||
#include "fragment.glsl"
|
||||
|
||||
vec4 butterworthFunc(const float d, const float r, const float n) {
|
||||
return vec4(vec3(sqrt(r/(r + pow(d, 2*n)))), 1.0);
|
||||
}
|
||||
|
||||
vec4 calcShadow(const ShadowRenderingStruct shadowInfoArray[numberOfShadows], const vec3 position) {
|
||||
if (shadowInfoArray[0].isShadowing) {
|
||||
vec3 pc = shadowInfoArray[0].casterPositionVec - position;
|
||||
vec3 sc_norm = normalize(shadowInfoArray[0].sourceCasterVec); // we can pass this normalized to the shader
|
||||
vec3 pc_proj = dot(pc, sc_norm) * sc_norm;
|
||||
vec3 d = pc - pc_proj;
|
||||
|
||||
float length_d = length(d);
|
||||
float length_pc_proj = length(pc_proj);
|
||||
|
||||
float r_p_pi = shadowInfoArray[0].rc * (length_pc_proj + shadowInfoArray[0].xp) / shadowInfoArray[0].xp;
|
||||
|
||||
//float r_u_pi = shadowInfoArray[0].rc * (length_pc_proj + shadowInfoArray[0].xu) / shadowInfoArray[0].xu;
|
||||
float r_u_pi = shadowInfoArray[0].rc * (shadowInfoArray[0].xu - length_pc_proj) / shadowInfoArray[0].xu;
|
||||
|
||||
if ( length_d < r_u_pi ) { // umbra
|
||||
//return vec4(0.0, 0.0, 0.0, 1.0);
|
||||
//return vec4(1.0, 0.0, 0.0, 1.0);
|
||||
return butterworthFunc(length_d, r_u_pi, 4.0);
|
||||
}
|
||||
else if ( length_d < r_p_pi ) {// penumbra
|
||||
//return vec4(0.5, 0.5, 0.5, 1.0);
|
||||
//return vec4(0.0, 1.0, 0.0, 1.0);
|
||||
return vec4(vec3(length_d/r_p_pi), 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
return vec4(1.0);
|
||||
}
|
||||
|
||||
Fragment getFragment() {
|
||||
vec4 position = vs_position;
|
||||
float depth = pscDepth(position);
|
||||
vec4 diffuse = texture(texture1, vs_st);
|
||||
vec4 diffuse2 = texture(nightTex, vs_st);
|
||||
|
||||
Fragment frag;
|
||||
if (_performShading) {
|
||||
// directional lighting
|
||||
vec3 origin = vec3(0.0);
|
||||
vec4 spec = vec4(0.0);
|
||||
|
||||
vec3 n = normalize(vs_normal.xyz);
|
||||
//vec3 e = normalize(camdir);
|
||||
vec3 l_pos = vec3(sun_pos); // sun.
|
||||
vec3 l_dir = normalize(l_pos-objpos.xyz);
|
||||
float intensity = min(max(5*dot(n,l_dir), 0.0), 1);
|
||||
float darkSide = min(max(5*dot(n,-l_dir), 0.0), 1);
|
||||
|
||||
float shine = 0.0001;
|
||||
|
||||
vec4 specular = vec4(0.5);
|
||||
vec4 ambient = vec4(0.0,0.0,0.0,transparency);
|
||||
|
||||
vec4 daytex = max(intensity * diffuse, ambient);
|
||||
vec4 mixtex = mix(diffuse, diffuse2, (1+dot(n,-l_dir))/2);
|
||||
|
||||
diffuse = (daytex*2 + mixtex)/3;
|
||||
|
||||
diffuse *= calcShadow(shadowDataArray, vs_posWorld.xyz);
|
||||
}
|
||||
|
||||
diffuse[3] = transparency;
|
||||
frag.color = diffuse;
|
||||
frag.depth = depth;
|
||||
|
||||
return frag;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,68 @@
|
||||
/*****************************************************************************************
|
||||
* *
|
||||
* OpenSpace *
|
||||
* *
|
||||
* Copyright (c) 2014-2017 *
|
||||
* *
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
|
||||
* software and associated documentation files (the "Software"), to deal in the Software *
|
||||
* without restriction, including without limitation the rights to use, copy, modify, *
|
||||
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
|
||||
* permit persons to whom the Software is furnished to do so, subject to the following *
|
||||
* conditions: *
|
||||
* *
|
||||
* The above copyright notice and this permission notice shall be included in all copies *
|
||||
* or substantial portions of the Software. *
|
||||
* *
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
|
||||
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
|
||||
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
|
||||
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
|
||||
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
|
||||
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
|
||||
****************************************************************************************/
|
||||
|
||||
#version __CONTEXT__
|
||||
|
||||
uniform mat4 ViewProjection;
|
||||
uniform mat4 ModelTransform;
|
||||
|
||||
layout(location = 0) in vec4 in_position;
|
||||
layout(location = 1) in vec2 in_st;
|
||||
layout(location = 2) in vec3 in_normal;
|
||||
//layout(location = 3) in vec2 in_nightTex;
|
||||
|
||||
|
||||
out vec2 vs_st;
|
||||
out vec4 vs_normal;
|
||||
out vec4 vs_position;
|
||||
out vec4 vs_posWorld;
|
||||
out float s;
|
||||
|
||||
#include "PowerScaling/powerScaling_vs.hglsl"
|
||||
|
||||
void main()
|
||||
{
|
||||
// set variables
|
||||
vs_st = in_st;
|
||||
vs_position = in_position;
|
||||
vec4 tmp = in_position;
|
||||
|
||||
// this is wrong for the normal. The normal transform is the transposed inverse of the model transform
|
||||
vs_normal = normalize(ModelTransform * vec4(in_normal,0));
|
||||
|
||||
// The things is not in world coordinates, they are in
|
||||
// regular view/eye coordinates.
|
||||
vec4 position = pscTransform(tmp, ModelTransform);
|
||||
|
||||
vec3 local_vertex_pos = mat3(ModelTransform) * in_position.xyz;
|
||||
vec4 vP = psc_addition(vec4(local_vertex_pos,in_position.w),objpos);
|
||||
vec4 conv = vec4(vP.xyz * pow(10,vP.w), 1.0);
|
||||
vs_posWorld = conv;
|
||||
|
||||
vs_position = tmp;
|
||||
// Now is transforming from view position to SGCT projection
|
||||
// coordinates.
|
||||
position = ViewProjection * position;
|
||||
gl_Position = z_normalization(position);
|
||||
}
|
||||
@@ -0,0 +1,78 @@
|
||||
/*****************************************************************************************
|
||||
* *
|
||||
* OpenSpace *
|
||||
* *
|
||||
* Copyright (c) 2014-2017 *
|
||||
* *
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
|
||||
* software and associated documentation files (the "Software"), to deal in the Software *
|
||||
* without restriction, including without limitation the rights to use, copy, modify, *
|
||||
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
|
||||
* permit persons to whom the Software is furnished to do so, subject to the following *
|
||||
* conditions: *
|
||||
* *
|
||||
* The above copyright notice and this permission notice shall be included in all copies *
|
||||
* or substantial portions of the Software. *
|
||||
* *
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
|
||||
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
|
||||
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
|
||||
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
|
||||
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
|
||||
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
|
||||
****************************************************************************************/
|
||||
|
||||
#version __CONTEXT__
|
||||
|
||||
uniform mat4 ViewProjection;
|
||||
uniform mat4 ModelTransform;
|
||||
uniform bool _hasHeightMap;
|
||||
uniform float _heightExaggeration;
|
||||
uniform sampler2D heightTex;
|
||||
|
||||
layout(location = 0) in vec4 in_position;
|
||||
layout(location = 1) in vec2 in_st;
|
||||
layout(location = 2) in vec3 in_normal;
|
||||
//layout(location = 3) in vec2 in_nightTex;
|
||||
|
||||
out vec2 vs_st;
|
||||
out vec4 vs_normal;
|
||||
out vec4 vs_position;
|
||||
out vec4 vs_posWorld;
|
||||
out float s;
|
||||
|
||||
#include "PowerScaling/powerScaling_vs.hglsl"
|
||||
|
||||
void main()
|
||||
{
|
||||
// set variables
|
||||
vs_st = in_st;
|
||||
vs_position = in_position;
|
||||
vec4 tmp = in_position;
|
||||
|
||||
// this is wrong for the normal. The normal transform is the transposed inverse of the model transform
|
||||
vs_normal = normalize(ModelTransform * vec4(in_normal,0));
|
||||
|
||||
// The things is not in world coordinates, they are in
|
||||
// regular view/eye coordinates.
|
||||
vec4 position = pscTransform(tmp, ModelTransform);
|
||||
|
||||
vec3 local_vertex_pos = mat3(ModelTransform) * in_position.xyz;
|
||||
vec4 vP = psc_addition(vec4(local_vertex_pos,in_position.w),objpos);
|
||||
vec4 conv = vec4(vP.xyz * pow(10,vP.w), 1.0);
|
||||
vs_posWorld = conv;
|
||||
|
||||
vs_position = tmp;
|
||||
|
||||
if (_hasHeightMap) {
|
||||
float height = texture(heightTex, in_st).r;
|
||||
vec3 displacementDirection = abs(normalize(in_normal.xyz));
|
||||
float displacementFactor = height * _heightExaggeration;
|
||||
position.xyz = position.xyz + displacementDirection * displacementFactor;
|
||||
}
|
||||
|
||||
// Now is transforming from view position to SGCT projection
|
||||
// coordinates.
|
||||
position = ViewProjection * position;
|
||||
gl_Position = z_normalization(position);
|
||||
}
|
||||
Reference in New Issue
Block a user